package snake package life import LifeModel.* /** m13 life rules: the next generation is a function of the whole old board, and nothing else. */ object LifeRules: /** * One generation of Conway's Life on the LW x LH board (B3/S23), from a canonical list of live cells to a canonical * list (sorted row-major: by `y`, then `x`; no duplicates). * - A live cell with 2 or 3 live neighbours stays alive; a dead cell with exactly 3 live neighbours is born; * every other cell is dead in the next generation. * - The neighbours of a cell are the up to 8 cells around it that are on the board: the edges are dead, * nothing wraps around. * - Every cell is judged by the *old* board only. */ def lifeStep(cells: List[Point]): List[Point] = ??? /** * The one function that says how the world changes: `(state, action) => state`. * - `Frame`: when running, the next generation (`lifeStep`) and `generation + 1`; when paused, unchanged. * - `Step`: when paused, the next generation and `generation + 1`; when running, unchanged. * - `TogglePause`: `running` flips. * - `Toggle(cell)`: a dead cell becomes alive, a live one dead, whether the world runs or not; `cells` stays canonical * (insert the new cell at its row-major place). A cell off the board changes nothing. `generation` is unchanged. * - `Clear`: no live cells, generation 0; `running` and `seed` are kept. * - `Randomize`: draw `Random.intBelow(4)` (Module 4) once for every cell of the board, in row-major order * (y = 0 until LH, and within a row x = 0 until LW), threading the seed from `state.seed`; a cell is alive when its * draw is 0. The state gets those cells, the seed after the last draw, and generation 0; `running` is kept. * 1200 draws: thread the seed with a fold, not with deep recursion. */ def lifeUpdate(state: LifeState, action: LifeAction): LifeState = ???