Merge pull request #4995 from Brandon502/GoLRework

Game of Life Rework
This commit is contained in:
Will Tatam
2025-10-21 20:43:28 +01:00
committed by GitHub

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@@ -5196,112 +5196,162 @@ static const char _data_FX_MODE_2DFRIZZLES[] PROGMEM = "Frizzles@X frequency,Y f
/////////////////////////////////////////// ///////////////////////////////////////////
// 2D Cellular Automata Game of life // // 2D Cellular Automata Game of life //
/////////////////////////////////////////// ///////////////////////////////////////////
typedef struct ColorCount { typedef struct Cell {
CRGB color; uint8_t alive : 1, faded : 1, toggleStatus : 1, edgeCell: 1, oscillatorCheck : 1, spaceshipCheck : 1, unused : 2;
int8_t count; } Cell;
} colorCount;
uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https://natureofcode.com/book/chapter-7-cellular-automata/ and https://github.com/DougHaber/nlife-color uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https://natureofcode.com/book/chapter-7-cellular-automata/
// and https://github.com/DougHaber/nlife-color , Modified By: Brandon Butler
if (!strip.isMatrix || !SEGMENT.is2D()) return mode_static(); // not a 2D set-up if (!strip.isMatrix || !SEGMENT.is2D()) return mode_static(); // not a 2D set-up
const int cols = SEG_W, rows = SEG_H;
const unsigned maxIndex = cols * rows;
const int cols = SEG_W; if (!SEGENV.allocateData(SEGMENT.length() * sizeof(Cell))) return mode_static(); // allocation failed
const int rows = SEG_H;
const auto XY = [&](int x, int y) { return (x%cols) + (y%rows) * cols; };
const unsigned dataSize = sizeof(CRGB) * SEGMENT.length(); // using width*height prevents reallocation if mirroring is enabled
const int crcBufferLen = 2; //(SEGMENT.width() + SEGMENT.height())*71/100; // roughly sqrt(2)/2 for better repetition detection (Ewowi)
if (!SEGENV.allocateData(dataSize + sizeof(uint16_t)*crcBufferLen)) return mode_static(); //allocation failed Cell *cells = reinterpret_cast<Cell*> (SEGENV.data);
CRGB *prevLeds = reinterpret_cast<CRGB*>(SEGENV.data);
uint16_t *crcBuffer = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize);
CRGB backgroundColor = SEGCOLOR(1); uint16_t& generation = SEGENV.aux0, &gliderLength = SEGENV.aux1; // rename aux variables for clarity
bool mutate = SEGMENT.check3;
uint8_t blur = map(SEGMENT.custom1, 0, 255, 255, 4);
if (SEGENV.call == 0 || strip.now - SEGMENT.step > 3000) { uint32_t bgColor = SEGCOLOR(1);
SEGENV.step = strip.now; uint32_t birthColor = SEGMENT.color_from_palette(128, false, PALETTE_SOLID_WRAP, 255);
SEGENV.aux0 = 0;
//give the leds random state and colors (based on intensity, colors from palette or all posible colors are chosen) bool setup = SEGENV.call == 0;
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) { if (setup) {
unsigned state = hw_random8()%2; // Calculate glider length LCM(rows,cols)*4 once
if (state == 0) unsigned a = rows, b = cols;
SEGMENT.setPixelColorXY(x,y, backgroundColor); while (b) { unsigned t = b; b = a % b; a = t; }
else gliderLength = (cols * rows / a) << 2;
SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(hw_random8(), false, PALETTE_SOLID_WRAP, 255)); }
if (abs(long(strip.now) - long(SEGENV.step)) > 2000) SEGENV.step = 0; // Timebase jump fix
bool paused = SEGENV.step > strip.now;
// Setup New Game of Life
if ((!paused && generation == 0) || setup) {
SEGENV.step = strip.now + 1280; // show initial state for 1.28 seconds
generation = 1;
paused = true;
//Setup Grid
memset(cells, 0, maxIndex * sizeof(Cell));
for (unsigned i = 0; i < maxIndex; i++) {
bool isAlive = !hw_random8(3); // ~33%
cells[i].alive = isAlive;
cells[i].faded = !isAlive;
unsigned x = i % cols, y = i / cols;
cells[i].edgeCell = (x == 0 || x == cols-1 || y == 0 || y == rows-1);
SEGMENT.setPixelColor(i, isAlive ? SEGMENT.color_from_palette(hw_random8(), false, PALETTE_SOLID_WRAP, 0) : bgColor);
} }
}
for (int y = 0; y < rows; y++) for (int x = 0; x < cols; x++) prevLeds[XY(x,y)] = CRGB::Black; if (paused || (strip.now - SEGENV.step < 1000 / map(SEGMENT.speed,0,255,1,42))) {
memset(crcBuffer, 0, sizeof(uint16_t)*crcBufferLen); // Redraw if paused or between updates to remove blur
} else if (strip.now - SEGENV.step < FRAMETIME_FIXED * (uint32_t)map(SEGMENT.speed,0,255,64,4)) { for (unsigned i = maxIndex; i--; ) {
// update only when appropriate time passes (in 42 FPS slots) if (!cells[i].alive) {
uint32_t cellColor = SEGMENT.getPixelColor(i);
if (cellColor != bgColor) {
uint32_t newColor;
bool needsColor = false;
if (cells[i].faded) { newColor = bgColor; needsColor = true; }
else {
uint32_t blended = color_blend(cellColor, bgColor, 2);
if (blended == cellColor) { blended = bgColor; cells[i].faded = 1; }
newColor = blended; needsColor = true;
}
if (needsColor) SEGMENT.setPixelColor(i, newColor);
}
}
}
return FRAMETIME; return FRAMETIME;
} }
//copy previous leds (save previous generation) // Repeat detection
//NOTE: using lossy getPixelColor() is a benefit as endlessly repeating patterns will eventually fade out causing a reset bool updateOscillator = generation % 16 == 0;
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) prevLeds[XY(x,y)] = SEGMENT.getPixelColorXY(x,y); bool updateSpaceship = gliderLength && generation % gliderLength == 0;
bool repeatingOscillator = true, repeatingSpaceship = true, emptyGrid = true;
//calculate new leds unsigned cIndex = maxIndex-1;
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) { for (unsigned y = rows; y--; ) for (unsigned x = cols; x--; cIndex--) {
Cell& cell = cells[cIndex];
colorCount colorsCount[9]; // count the different colors in the 3*3 matrix if (cell.alive) emptyGrid = false;
for (int i=0; i<9; i++) colorsCount[i] = {backgroundColor, 0}; // init colorsCount if (cell.oscillatorCheck != cell.alive) repeatingOscillator = false;
if (cell.spaceshipCheck != cell.alive) repeatingSpaceship = false;
if (updateOscillator) cell.oscillatorCheck = cell.alive;
if (updateSpaceship) cell.spaceshipCheck = cell.alive;
// iterate through neighbors and count them and their different colors unsigned neighbors = 0, aliveParents = 0, parentIdx[3];
int neighbors = 0; // Count alive neighbors
for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { // iterate through 3*3 matrix for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) if (i || j) {
if (i==0 && j==0) continue; // ignore itself int nX = x + j, nY = y + i;
// wrap around segment if (cell.edgeCell) {
int xx = x+i, yy = y+j; nX = (nX + cols) % cols;
if (x+i < 0) xx = cols-1; else if (x+i >= cols) xx = 0; nY = (nY + rows) % rows;
if (y+j < 0) yy = rows-1; else if (y+j >= rows) yy = 0; }
unsigned nIndex = nX + nY * cols;
unsigned xy = XY(xx, yy); // previous cell xy to check Cell& neighbor = cells[nIndex];
// count different neighbours and colors if (neighbor.alive) {
if (prevLeds[xy] != backgroundColor) { neighbors++;
neighbors++; if (!neighbor.toggleStatus && neighbors < 4) { // Alive and not dying
bool colorFound = false; parentIdx[aliveParents++] = nIndex;
int k; }
for (k=0; k<9 && colorsCount[k].count != 0; k++)
if (colorsCount[k].color == prevLeds[xy]) {
colorsCount[k].count++;
colorFound = true;
}
if (!colorFound) colorsCount[k] = {prevLeds[xy], 1}; //add new color found in the array
} }
} // i,j
// Rules of Life
uint32_t col = uint32_t(prevLeds[XY(x,y)]) & 0x00FFFFFF; // uint32_t operator returns RGBA, we want RGBW -> cut off "alpha" byte
uint32_t bgc = RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0);
if ((col != bgc) && (neighbors < 2)) SEGMENT.setPixelColorXY(x,y, bgc); // Loneliness
else if ((col != bgc) && (neighbors > 3)) SEGMENT.setPixelColorXY(x,y, bgc); // Overpopulation
else if ((col == bgc) && (neighbors == 3)) { // Reproduction
// find dominant color and assign it to a cell
colorCount dominantColorCount = {backgroundColor, 0};
for (int i=0; i<9 && colorsCount[i].count != 0; i++)
if (colorsCount[i].count > dominantColorCount.count) dominantColorCount = colorsCount[i];
// assign the dominant color w/ a bit of randomness to avoid "gliders"
if (dominantColorCount.count > 0 && hw_random8(128)) SEGMENT.setPixelColorXY(x,y, dominantColorCount.color);
} else if ((col == bgc) && (neighbors == 2) && !hw_random8(128)) { // Mutation
SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(hw_random8(), false, PALETTE_SOLID_WRAP, 255));
} }
// else do nothing!
} //x,y
// calculate CRC16 of leds uint32_t newColor;
uint16_t crc = crc16((const unsigned char*)prevLeds, dataSize); bool needsColor = false;
// check if we had same CRC and reset if needed
bool repetition = false;
for (int i=0; i<crcBufferLen && !repetition; i++) repetition = (crc == crcBuffer[i]); // (Ewowi)
// same CRC would mean image did not change or was repeating itself
if (!repetition) SEGENV.step = strip.now; //if no repetition avoid reset
// remember CRCs across frames
crcBuffer[SEGENV.aux0] = crc;
++SEGENV.aux0 %= crcBufferLen;
if (cell.alive && (neighbors < 2 || neighbors > 3)) { // Loneliness or Overpopulation
cell.toggleStatus = 1;
if (blur == 255) cell.faded = 1;
newColor = cell.faded ? bgColor : color_blend(SEGMENT.getPixelColor(cIndex), bgColor, blur);
needsColor = true;
}
else if (!cell.alive) {
byte mutationRoll = mutate ? hw_random8(128) : 1; // if 0: 3 neighbor births fail and 2 neighbor births mutate
if ((neighbors == 3 && mutationRoll) || (mutate && neighbors == 2 && !mutationRoll)) { // Reproduction or Mutation
cell.toggleStatus = 1;
cell.faded = 0;
if (aliveParents) {
// Set color based on random neighbor
unsigned parentIndex = parentIdx[random8(aliveParents)];
birthColor = SEGMENT.getPixelColor(parentIndex);
}
newColor = birthColor;
needsColor = true;
}
else if (!cell.faded) {// No change, fade dead cells
uint32_t cellColor = SEGMENT.getPixelColor(cIndex);
uint32_t blended = color_blend(cellColor, bgColor, blur);
if (blended == cellColor) { blended = bgColor; cell.faded = 1; }
newColor = blended;
needsColor = true;
}
}
if (needsColor) SEGMENT.setPixelColor(cIndex, newColor);
}
// Loop through cells, if toggle, swap alive status
for (unsigned i = maxIndex; i--; ) {
cells[i].alive ^= cells[i].toggleStatus;
cells[i].toggleStatus = 0;
}
if (repeatingOscillator || repeatingSpaceship || emptyGrid) {
generation = 0; // reset on next call
SEGENV.step += 1024; // pause final generation for ~1 second
}
else {
++generation;
SEGENV.step = strip.now;
}
return FRAMETIME; return FRAMETIME;
} // mode_2Dgameoflife() } // mode_2Dgameoflife()
static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!;!,!;!;2"; static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,,Blur,,,,,Mutation;!,!;!;2;pal=11,sx=128";
///////////////////////// /////////////////////////