ladybird/Userland/Games/GameOfLife/Board.cpp
Linus Groh f89eb0e4ce GameOfLife: Switch from single indexed vector to rows+columns
This is not only easier to comprehend code-wise and avoids some function
overloads, but also makes resizing the board while preserving game state
*a lot* easier. We now no longer have to allocate a new board on every
resize, we just grow/shrink the individual row vectors.
Also fixes a crash when clicking the board widget outside of the drawn
board area.
2021-05-16 23:00:21 +02:00

115 lines
2.6 KiB
C++

/*
* Copyright (c) 2021, Andres Crucitti <dasc495@gmail.com>
* Copyright (c) 2021, Linus Groh <linusg@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Board.h"
#include <AK/Random.h>
#include <time.h>
Board::Board(size_t rows, size_t columns)
{
resize(rows, columns);
}
Board::~Board()
{
}
void Board::run_generation()
{
m_stalled = true;
Vector<Vector<bool>> new_cells;
new_cells.resize(m_rows);
for (size_t row = 0; row < m_rows; ++row)
new_cells[row].resize(m_columns);
for_each_cell([&](auto row, auto column) {
bool old_value = m_cells[row][column];
bool new_value = calculate_next_value(row, column);
new_cells[row][column] = new_value;
if (old_value != new_value)
m_stalled = false;
});
if (m_stalled)
return;
m_cells = move(new_cells);
}
bool Board::calculate_next_value(size_t row, size_t column) const
{
int top_left = cell(row - 1, column - 1);
int top_mid = cell(row - 1, column);
int top_right = cell(row - 1, column + 1);
int left = cell(row, column - 1);
int right = cell(row, column + 1);
int bottom_left = cell(row + 1, column - 1);
int bottom_mid = cell(row + 1, column);
int bottom_right = cell(row + 1, column + 1);
int sum = top_left + top_mid + top_right + left + right + bottom_left + bottom_mid + bottom_right;
bool old_value = m_cells[row][column];
bool new_value = old_value;
if (old_value) {
if (sum < 2 || sum > 3)
new_value = false;
} else {
if (sum == 3)
new_value = true;
}
return new_value;
}
void Board::clear()
{
for_each_cell([this](auto row, auto column) {
set_cell(row, column, false);
});
}
void Board::randomize()
{
for_each_cell([this](auto row, auto column) {
set_cell(row, column, get_random<u32>() % 2);
});
}
void Board::resize(size_t rows, size_t columns)
{
m_rows = rows;
m_columns = columns;
// Vector values get default-initialized, we don't need to set them to false explicitly.
m_cells.resize(rows);
for (size_t row = 0; row < rows; ++row)
m_cells[row].resize(columns);
}
void Board::toggle_cell(size_t row, size_t column)
{
VERIFY(row < m_rows && column < m_columns);
m_cells[row][column] = !m_cells[row][column];
}
void Board::set_cell(size_t row, size_t column, bool on)
{
VERIFY(row < m_rows && column < m_columns);
m_cells[row][column] = on;
}
bool Board::cell(size_t row, size_t column) const
{
if (row >= m_rows || column >= m_columns)
return false;
return m_cells[row][column];
}