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use ndarray::Array4;
use crate::locations::{CellLocation, MINICUBE_DIFF_ARRAY};
struct CellInfo {
is_alive: bool,
alive_minicube_count: usize,
}
impl Default for CellInfo {
fn default() -> CellInfo {
CellInfo {
is_alive: false,
alive_minicube_count: 0,
}
}
}
impl CellInfo {
pub fn set_alive(&mut self) {
self.is_alive = true;
}
pub fn add_alive_minicube(&mut self) {
self.alive_minicube_count += 1;
}
pub fn set_dead(&mut self) {
self.is_alive = false;
}
pub fn add_dead_minicube(&mut self) {
self.alive_minicube_count -= 1;
}
}
pub const MAX_NUMBER_OF_STEPS: usize = 30;
pub struct Game {
board: Array4<CellInfo>,
corner: CellLocation,
}
impl Game {
fn make_alive(&mut self, cell_location: CellLocation) {
self.board[cell_location].set_alive();
for &diff in &MINICUBE_DIFF_ARRAY {
self.board[cell_location + diff].add_alive_minicube();
}
}
fn make_dead(&mut self, cell_location: CellLocation) {
self.board[cell_location].set_dead();
for &diff in &MINICUBE_DIFF_ARRAY {
self.board[cell_location + diff].add_dead_minicube();
}
}
pub fn next_step(&mut self) -> usize {
let mut new_alive: Vec<_> = vec![];
let mut new_dead: Vec<_> = vec![];
for x in 0..self.corner.x {
for y in 0..self.corner.y {
for z in 0..self.corner.z {
for w in 0..self.corner.w {
let location = CellLocation { x, y, z, w };
match &self.board[location] {
CellInfo { is_alive: true, alive_minicube_count } if *alive_minicube_count < 3 || *alive_minicube_count > 4 => {
new_dead.push(location);
},
CellInfo { is_alive: false, alive_minicube_count: 3 } => {
new_alive.push(location);
},
_ => {}
}
}
}
}
}
let changes_count = new_alive.len() + new_dead.len();
for location in new_alive {
self.make_alive(location);
}
for location in new_dead {
self.make_dead(location);
}
changes_count
}
pub fn from_input(input_data: &[String]) -> Self {
let rows = input_data.len();
let columns = input_data[0].len();
let corner = CellLocation {
x: rows + 2*MAX_NUMBER_OF_STEPS,
y: columns + 2*MAX_NUMBER_OF_STEPS,
z: 1 + 2*MAX_NUMBER_OF_STEPS,
w: 1 + 2*MAX_NUMBER_OF_STEPS,
};
let board = Array4::default((corner.x, corner.y, corner.z, corner.w));
let mut game = Game {
board,
corner,
};
for row in 0..rows {
let chars = input_data[row].chars().collect::<Vec<_>>();
for column in 0..columns {
let ch = chars[column];
if ch == '#' {
game.make_alive(CellLocation { x: row + MAX_NUMBER_OF_STEPS, y: column + MAX_NUMBER_OF_STEPS, z: MAX_NUMBER_OF_STEPS, w: MAX_NUMBER_OF_STEPS });
}
}
}
return game;
}
pub fn get_alive_count(&self) -> usize {
(&self.board).iter().filter(|&cell| cell.is_alive).count()
}
}