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game_logic.py
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game_logic.py
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import numpy as np
from config import WIDTH, HEIGHT
class GameData():
def __init__(self, width: int, height: int):
self.init_grid(width, height)
self.cache = dict()
self.checked_coords = []
def init_grid(self, width, height):
self.width = width
self.height = height
self.grid = np.zeros((self.height, self.width), dtype=bool)
def randomize_grid(self):
self.grid = np.random.choice([True, False], (self.height, self.width))
def clear_grid(self):
self.init_grid(self.width, self.height)
def get_neighbors(self, i, j):
neighbors = []
if i > 0:
neighbors.append((i-1, j))
if j > 0:
neighbors.append((i-1, j-1))
if j+1 < self.width:
neighbors.append((i-1, j+1))
if i+1 < self.height:
neighbors.append((i+1, j))
if j > 0:
neighbors.append((i+1, j-1))
if j+1 < self.width:
neighbors.append((i+1, j+1))
if j > 0:
neighbors.append((i, j-1))
if j+1 < self.width:
neighbors.append((i, j+1))
return neighbors
def sum_neighbors(self, i, j):
neighbors = self.get_neighbors(i, j)
sum = 0
for x, y in neighbors:
sum += self.grid[x, y]
return sum
def check_alive(self, i, j, new_grid, rec=0):
if (i, j) in self.checked_coords:
return
alive = self.grid[i, j]
number_of_neighbors = self.sum_neighbors(i, j)
# if alive and number_of_neighbors < 2:
# new_grid[i, j] = False
if alive and number_of_neighbors in (2, 3):
new_grid[i, j] = True
# if alive and number_of_neighbors > 3:
# new_grid[i, j] = False
if not alive and number_of_neighbors == 3:
new_grid[i, j] = True
# recursive call
if alive and rec < 2:
self.checked_coords.append((i, j))
neighbors = self.get_neighbors(i, j)
for k, l in neighbors:
self.check_alive(k, l, new_grid, rec+1)
def calculate_gen(self):
new_grid = np.zeros(self.grid.shape, dtype=bool)
for i in range(self.height):
for j in range(self.width):
if (self.grid[i, j]):
self.check_alive(i, j, new_grid)
self.grid = new_grid
self.checked_coords = []
gamedata = GameData(WIDTH, HEIGHT)