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brians_brain.dart
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brians_brain.dart
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/// Implementation of *Brians's Brain*
library cellular_automata.rules.brains_brain;
import 'package:cellular_automata/src/rules/_ca_rules.dart';
import 'package:cellular_automata/cellular_automata.dart';
enum BriansBrainStates { dead, living, dying }
class BriansBrain extends CARules<BriansBrainStates> {
// transforms the complex state in to simple alive/dead for computation
final Map<BriansBrainStates, int> stateValue = {
BriansBrainStates.living: 1,
BriansBrainStates.dead: 0,
BriansBrainStates.dying: 0,
};
@override
CellGrid<bool> gridActivity(CellGrid grid) =>
grid.activateStatesMooresNeighbors(
[BriansBrainStates.living], wrap, [BriansBrainStates.dying]);
@override
BriansBrainStates calculateState(int x, int y, CellGrid grid) {
final BriansBrainStates currentState = grid.get(x, y);
final List<BriansBrainStates> neighborhood =
grid.getNeighborhood(x, y, wrap, defaultState);
switch (currentState) {
case BriansBrainStates.living:
return BriansBrainStates.dying;
case BriansBrainStates.dead:
// calculate the sum of alive neighbors
final sum =
neighborhood.fold(0, (a, BriansBrainStates b) => a + stateValue[b]);
if (sum == 2) return BriansBrainStates.living;
break;
case BriansBrainStates.dying:
return BriansBrainStates.dead;
}
return currentState;
}
}