Game of Life - changed repeat detection

Simplified repeat detection and code cleanup. Only storing 2 crc values. prevAlive and counter no longer needed.
This commit is contained in:
Brandon502
2024-02-28 15:20:12 -05:00
parent 73091d170c
commit ba5731654f

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@@ -5159,26 +5159,24 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const uint16_t dataSize = sizeof(byte) * SEGMENT.length()/8; // using width*height prevents reallocation if mirroring is enabled
const uint16_t repeatDetectionLen = 4; // {crc % 16 gen, crc % 4*r*w gen, prevAlive, changeCount}
const uint16_t crcBufferLen = 2;
const uint16_t totalSize = dataSize*2 + sizeof(uint16_t)*crcBufferLen;
if (!SEGENV.allocateData(dataSize*2 + sizeof(uint16_t)*repeatDetectionLen)) return mode_static(); //allocation failed
if (!SEGENV.allocateData(dataSize*2 + sizeof(uint16_t)*crcBufferLen)) return mode_static(); //allocation failed
byte *cells = reinterpret_cast<byte*>(SEGENV.data);
byte *futureCells = reinterpret_cast<byte*>(SEGENV.data + dataSize);
uint16_t *repeatDetection = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize*2);
uint16_t *crcBuffer = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize*2);
uint16_t &generation = SEGENV.aux0;
CRGB backgroundColor = SEGCOLOR(1);
CRGB color;
uint16_t aliveCount = 0;
if (SEGENV.call == 0) SEGMENT.setUpLeds();
//start new game of life
if (SEGENV.call == 0 || SEGENV.aux0 == 0) {
if (SEGENV.call == 0 || generation == 0) {
SEGENV.step = strip.now; // .step = previous call time
SEGENV.aux0 = 1; // .aux0 = generation counter
generation = 1;
random16_set_seed(strip.now>>2); //seed the random generator
//give the leds random state and colors (based on intensity, colors from palette or all posible colors are chosen)
//Setup Grid
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
uint8_t state = (random8() < 82) ? 1 : 0; // ~32% chance of being alive
@@ -5193,15 +5191,12 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
setBitValue(futureCells, dataSize, y * cols + x, true);
color = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
SEGMENT.setPixelColorXY(x,y,!SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
aliveCount++;
}
}
//Clear repeatDetection
memset(repeatDetection, 0, sizeof(uint16_t)*repeatDetectionLen);
repeatDetection[2] = aliveCount;
memset(crcBuffer, 0, sizeof(uint16_t)*crcBufferLen);
return FRAMETIME;
} else if (strip.now - SEGENV.step < FRAMETIME_FIXED * (uint32_t)map(SEGMENT.speed,0,255,64,4)) {
} else if (strip.now - SEGENV.step < FRAMETIME_FIXED * (uint32_t)map(SEGMENT.speed,0,255,64,2)) {
// update only when appropriate time passes (in 42 FPS slots)
// Redraw Overlay if needed
if (!SEGMENT.check2) return FRAMETIME;
@@ -5225,10 +5220,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
}
}
}
aliveCount = repeatDetection[2]; //get alive count from memory
bool newCellCheck = false; // Detect still live and dead grids
//cell index and coordinates
uint16_t cIndex;
uint16_t cX;
@@ -5241,7 +5233,6 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { // iterate through 3*3 matrix
if (i==0 && j==0) continue; // ignore itself
if (SEGMENT.check3) { //wrap around
cX = (x+i+cols) % cols;
cY = (y+j+rows) % rows;
@@ -5250,7 +5241,6 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
cY = y+j;
if (cX < 0 || cY < 0 || cX >= cols || cY >= rows) continue; //skip if out of bounds
}
cIndex = cY * cols + cX;
// count neighbors and store upto 3 neighbor colors
if (getBitValue(cells, dataSize, cIndex)) { //if alive
@@ -5268,69 +5258,48 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
// Loneliness or overpopulation
setBitValue(futureCells, dataSize, y * cols + x, false);
if (!SEGMENT.check2) SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0));
aliveCount--;
}
else if (!(cellValue) && (neighbors == 3)) {
// Reproduction
setBitValue(futureCells, dataSize, y * cols + x, true);
newCellCheck = true;
// find dominant color and assign it to a cell
// no longer storing colors, if parent dies the color is lost
CRGB dominantColor;
//Alternative dominant color calculation
//ncolors may have fewer than 3 colors
if (colorCount == 3) {
if (colorCount == 3) { //All parents survived
if ((nColors[0] == nColors[1]) || (nColors[0] == nColors[2])) dominantColor = nColors[0];
else if (nColors[1] == nColors[2]) dominantColor = nColors[1];
else dominantColor = nColors[random8()%3];
}
else if (colorCount == 2) dominantColor = nColors[random8()%2];
else if (colorCount == 1) dominantColor = nColors[0];
else dominantColor = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
else if (colorCount == 2) dominantColor = nColors[random8()%2]; // 1 leading parent died
else if (colorCount == 1) dominantColor = nColors[0]; // 2 leading parents survived
else dominantColor = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0); // all parents died
// mutate color chance
if (random8() < SEGMENT.intensity) dominantColor = !SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16();
if (SEGMENT.check1) dominantColor = RGBW32(dominantColor.r, dominantColor.g, dominantColor.b, 0); //WLEDMM support all colors)
SEGMENT.setPixelColorXY(x,y, dominantColor);
aliveCount++;
}
}
//update cell values
memcpy(cells, futureCells, dataSize);
// track CRC16 of leds every 16 frames to detect all basic repeating patterns
// track CRC16 of leds every 4*max(rows,cols) frames to detect all infinite gliders / spaceships
// rectanglular grids with a side of length <= 6 create extremely long repeating patterns
// current crc
/////////Repeat Detection/////////
const byte oscillatorCheck = 0;
const byte spaceshipCheck = 1;
// Get current crc value
uint16_t crc = crc16((const unsigned char*)cells, dataSize);
bool repetition = false;
if (aliveCount == 0) repetition = true; // if no alive cells, infinite repetition
// check if we had same CRC and reset if needed
for (int i=0; i<repeatDetectionLen-2 && !repetition; i++) repetition = (crc == repeatDetection[i]);
// same CRC would mean image did not change or was repeating itself
// -> softhack007: not exacly. Different CRC means different image; same CRC means nothing (could be same or slightly different).
// Update Alive/Counter
if (abs8(repeatDetection[2] - aliveCount) < 2) repeatDetection[3]++; // alive count needs to change by 2 or more to reset the repetition counter
else repeatDetection[3] = 0;
if (repeatDetection[3] > (4 * max(rows,cols))) {
repetition = true; // if alive count did not change for 4 * max(rows, col) frames, infinite glider
}
if (!newCellCheck || crc == crcBuffer[oscillatorCheck] || crc == crcBuffer[spaceshipCheck]) repetition = true; //check if cell born this gen and previous stored crc values
if (repetition) {
SEGENV.aux0 = 0; // reset on next call
generation = 0; // reset on next call
return FRAMETIME;
}
// Update CRC buffer and alive count
if (SEGENV.aux0 % 16 == 0) repeatDetection[0] = crc;
if (SEGENV.aux0 % (4*rows*cols+1) == 0) repeatDetection[1] = crc;
repeatDetection[2] = aliveCount;
// Update CRC values
if (generation % 16 == 0) crcBuffer[oscillatorCheck] = crc;
if (generation % (4*max(rows,cols)) == 0) crcBuffer[spaceshipCheck] = crc;
// increase generation counter
SEGENV.aux0++;
generation++;
SEGENV.step = strip.now;
return FRAMETIME;
} // mode_2Dgameoflife()