// src/gol.rs use rand::{self, Rng}; use rustframe::matrix::{BoolMatrix, IntMatrix, Matrix}; /// Helper function to create a shifted version of the game board. /// (Using the version provided by the user) /// /// - `game`: The current state of the Game of Life as a `BoolMatrix`. /// - `dr`: The row shift (delta row). Positive shifts down, negative shifts up. /// - `dc`: The column shift (delta column). Positive shifts right, negative shifts left. /// /// Returns an `IntMatrix` of the same dimensions as `game`. /// - Cells in the shifted matrix get value `1` if the corresponding source cell in `game` was `true` (alive). /// - Cells that would source from outside `game`'s bounds (due to the shift) get value `0`. fn get_shifted_neighbor_layer(game: &BoolMatrix, dr: isize, dc: isize) -> IntMatrix { let rows = game.rows(); let cols = game.cols(); if rows == 0 || cols == 0 { // Handle 0x0 case, other 0-dim cases panic in Matrix::from_vec return IntMatrix::from_vec(vec![], 0, 0); } // Initialize with a matrix of 0s using from_vec. // This demonstrates creating an IntMatrix and then populating it. let mut shifted_layer = IntMatrix::from_vec(vec![0i32; rows * cols], rows, cols); for r_target in 0..rows { // Iterate over cells in the *new* (target) shifted matrix for c_target in 0..cols { // Calculate where this target cell would have come from in the *original* game matrix let r_source = r_target as isize - dr; let c_source = c_target as isize - dc; // Check if the source coordinates are within the bounds of the original game matrix if r_source >= 0 && r_source < rows as isize && c_source >= 0 && c_source < cols as isize { // If the source cell in the original game was alive... if game[(r_source as usize, c_source as usize)] { // Demonstrates Index access on BoolMatrix // ...then this cell in the shifted layer is 1. shifted_layer[(r_target, c_target)] = 1; // Demonstrates IndexMut access on IntMatrix } } // Else (source is out of bounds): it remains 0, as initialized. } } shifted_layer // Return the constructed IntMatrix } /// Calculates the next generation of Conway's Game of Life. /// /// This implementation uses a broadcast-like approach by creating shifted layers /// for each neighbor and summing them up, then applying rules element-wise. /// /// - `current_game`: A `&BoolMatrix` representing the current state (true=alive). /// /// Returns: A new `BoolMatrix` for the next generation. pub fn game_of_life_next_frame(current_game: &BoolMatrix) -> BoolMatrix { let rows = current_game.rows(); let cols = current_game.cols(); if rows == 0 && cols == 0 { return BoolMatrix::from_vec(vec![], 0, 0); // Return an empty BoolMatrix } // Assuming valid non-empty dimensions (e.g., 25x25) as per typical GOL. // Your Matrix::from_vec would panic for other invalid 0-dim cases. // Define the 8 neighbor offsets (row_delta, col_delta) let neighbor_offsets: [(isize, isize); 8] = [ (-1, -1), (-1, 0), (-1, 1), // Top row (NW, N, NE) (0, -1), (0, 1), // Middle row (W, E) (1, -1), (1, 0), (1, 1), // Bottom row (SW, S, SE) ]; // 1. Initialize `neighbor_counts` with the first shifted layer. // This demonstrates creating an IntMatrix from a function and using it as a base. let (first_dr, first_dc) = neighbor_offsets[0]; let mut neighbor_counts = get_shifted_neighbor_layer(current_game, first_dr, first_dc); // 2. Add the remaining 7 neighbor layers. // This demonstrates element-wise addition of matrices (`Matrix + Matrix`). for i in 1..neighbor_offsets.len() { let (dr, dc) = neighbor_offsets[i]; let next_neighbor_layer = get_shifted_neighbor_layer(current_game, dr, dc); // `neighbor_counts` (owned IntMatrix) + `next_neighbor_layer` (owned IntMatrix) // uses `impl Add for Matrix`, consumes both, returns new owned `IntMatrix`. neighbor_counts = neighbor_counts + next_neighbor_layer; } // 3. Apply Game of Life rules using element-wise operations. // Rule: Survival or Birth based on neighbor counts. // A cell is alive in the next generation if: // (it's currently alive AND has 2 or 3 neighbors) OR // (it's currently dead AND has exactly 3 neighbors) // `neighbor_counts.eq_elem(scalar)`: // Demonstrates element-wise comparison of a Matrix with a scalar (broadcast). // Returns an owned `BoolMatrix`. let has_2_neighbors = neighbor_counts.eq_elem(2); let has_3_neighbors = neighbor_counts.eq_elem(3); // This will be reused // `has_2_neighbors | has_3_neighbors`: // Demonstrates element-wise OR (`Matrix | Matrix`). // Consumes both operands, returns an owned `BoolMatrix`. let has_2_or_3_neighbors = has_2_neighbors | has_3_neighbors.clone(); // Clone has_3_neighbors as it's used again // `current_game & &has_2_or_3_neighbors`: // `current_game` is `&BoolMatrix`. `has_2_or_3_neighbors` is owned. // Demonstrates element-wise AND (`&Matrix & &Matrix`). // Borrows both operands, returns an owned `BoolMatrix`. let survives = current_game & &has_2_or_3_neighbors; // `!current_game`: // Demonstrates element-wise NOT (`!&Matrix`). // Borrows operand, returns an owned `BoolMatrix`. let is_dead = !current_game; // `is_dead & &has_3_neighbors`: // `is_dead` is owned. `has_3_neighbors` is owned. // Demonstrates element-wise AND (`Matrix & &Matrix`). // Consumes `is_dead`, borrows `has_3_neighbors`, returns an owned `BoolMatrix`. let births = is_dead & &has_3_neighbors; // `survives | births`: // Demonstrates element-wise OR (`Matrix | Matrix`). // Consumes both operands, returns an owned `BoolMatrix`. let next_frame_game = survives | births; next_frame_game } pub fn generate_glider(board: &mut BoolMatrix, board_size: usize) { // Initialize with a Glider pattern. // It demonstrates how to set specific cells in the matrix. // This demonstrates `IndexMut` for `current_board[(r, c)] = true;`. let mut rng = rand::rng(); let r_offset = rng.random_range(0..(board_size - 3)); let c_offset = rng.random_range(0..(board_size - 3)); if board.rows() >= r_offset + 3 && board.cols() >= c_offset + 3 { board[(r_offset + 0, c_offset + 1)] = true; board[(r_offset + 1, c_offset + 2)] = true; board[(r_offset + 2, c_offset + 0)] = true; board[(r_offset + 2, c_offset + 1)] = true; board[(r_offset + 2, c_offset + 2)] = true; } } pub fn generate_pulsar(board: &mut BoolMatrix, board_size: usize) { // Initialize with a Pulsar pattern. // This demonstrates how to set specific cells in the matrix. // This demonstrates `IndexMut` for `current_board[(r, c)] = true;`. let mut rng = rand::rng(); let r_offset = rng.random_range(0..(board_size - 17)); let c_offset = rng.random_range(0..(board_size - 17)); if board.rows() >= r_offset + 17 && board.cols() >= c_offset + 17 { let pulsar_coords = [ (2, 4), (2, 5), (2, 6), (2, 10), (2, 11), (2, 12), (4, 2), (4, 7), (4, 9), (4, 14), (5, 2), (5, 7), (5, 9), (5, 14), (6, 2), (6, 7), (6, 9), (6, 14), (7, 4), (7, 5), (7, 6), (7, 10), (7, 11), (7, 12), ]; for &(dr, dc) in pulsar_coords.iter() { board[(r_offset + dr, c_offset + dc)] = true; } } } pub fn detect_stable_state( current_board: &BoolMatrix, previous_board_state: &Option, ) -> bool { if let Some(ref prev_board) = previous_board_state { // `*prev_board == current_board` demonstrates `PartialEq` for `Matrix`. return *prev_board == *current_board; } false } pub fn hash_board(board: &BoolMatrix, primes: Vec) -> usize { let board_ints_vec = board .data() .iter() .map(|&cell| if cell { 1 } else { 0 }) .collect::>(); let ints_board = Matrix::from_vec(board_ints_vec, board.rows(), board.cols()); let primes_board = Matrix::from_vec(primes, ints_board.rows(), ints_board.cols()); let result = ints_board * primes_board; let result: i32 = result.data().iter().sum(); result as usize } pub fn detect_repeating_state(board_hashes: &mut Vec) -> bool { // so - detect alternating states. if 0==2, 1==3, 2==4, 3==5, 4==6, 5==7 if board_hashes.len() < 4 { return false; } let mut result = false; if (board_hashes[0] == board_hashes[2]) && (board_hashes[0] == board_hashes[2]) { result = true; } // remove the 0th item board_hashes.remove(0); result } pub fn add_simulated_activity(current_board: &mut BoolMatrix, board_size: usize) { for _ in 0..20 { generate_glider(current_board, board_size); } // Generate a Pulsar pattern for _ in 0..10 { generate_pulsar(current_board, board_size); } } // generate prime numbers pub fn generate_primes(n: i32) -> Vec { // I want to generate the first n primes let mut primes = Vec::new(); let mut count = 0; let mut num = 2; // Start checking for primes from 2 while count < n { let mut is_prime = true; for i in 2..=((num as f64).sqrt() as i32) { if num % i == 0 { is_prime = false; break; } } if is_prime { primes.push(num); count += 1; } num += 1; } primes } // --- Tests from previous example (can be kept or adapted) --- #[cfg(test)] mod tests { use super::*; use rustframe::matrix::{BoolMatrix, BoolOps}; // Assuming BoolOps is available for .count() #[test] fn test_blinker_oscillator() { let initial_data = vec![false, true, false, false, true, false, false, true, false]; let game1 = BoolMatrix::from_vec(initial_data.clone(), 3, 3); let expected_frame2_data = vec![false, false, false, true, true, true, false, false, false]; let expected_game2 = BoolMatrix::from_vec(expected_frame2_data, 3, 3); let game2 = game_of_life_next_frame(&game1); assert_eq!( game2.data(), expected_game2.data(), "Frame 1 to Frame 2 failed for blinker" ); let expected_game3 = BoolMatrix::from_vec(initial_data, 3, 3); let game3 = game_of_life_next_frame(&game2); assert_eq!( game3.data(), expected_game3.data(), "Frame 2 to Frame 3 failed for blinker" ); } #[test] fn test_empty_board_remains_empty() { let board_3x3_all_false = BoolMatrix::from_vec(vec![false; 9], 3, 3); let next_frame = game_of_life_next_frame(&board_3x3_all_false); assert_eq!( next_frame.count(), 0, "All-false board should result in all-false" ); } #[test] fn test_zero_size_board() { let board_0x0 = BoolMatrix::from_vec(vec![], 0, 0); let next_frame = game_of_life_next_frame(&board_0x0); assert_eq!(next_frame.rows(), 0); assert_eq!(next_frame.cols(), 0); assert!( next_frame.data().is_empty(), "0x0 board should result in 0x0 board" ); } #[test] fn test_still_life_block() { let block_data = vec![ true, true, false, false, true, true, false, false, false, false, false, false, false, false, false, false, ]; let game_block = BoolMatrix::from_vec(block_data.clone(), 4, 4); let next_frame_block = game_of_life_next_frame(&game_block); assert_eq!( next_frame_block.data(), game_block.data(), "Block still life should remain unchanged" ); } }