From 7dca8bf84cb698707daf29a0b4d67964e07b0c12 Mon Sep 17 00:00:00 2001 From: Jonathan LOQUET <8999079+JonathanLT@users.noreply.github.com> Date: Mon, 11 Mar 2024 10:42:54 +0100 Subject: [PATCH] Add files via upload --- Cargo.toml | 9 ++ LICENSE_APACHE-2.0 | 201 ++++++++++++++++++++++++++++++++++++++ LICENSE_MIT | 21 ++++ README.md | 24 ++++- src/main.rs | 238 +++++++++++++++++++++++++++++++++++++++++++++ 5 files changed, 491 insertions(+), 2 deletions(-) create mode 100644 Cargo.toml create mode 100644 LICENSE_APACHE-2.0 create mode 100644 LICENSE_MIT create mode 100644 src/main.rs diff --git a/Cargo.toml b/Cargo.toml new file mode 100644 index 0000000..3056a30 --- /dev/null +++ b/Cargo.toml @@ -0,0 +1,9 @@ +[package] +name = "coc" +version = "0.1.0" +edition = "2021" + +# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html + +[dependencies] +rand = "0.8.5" diff --git a/LICENSE_APACHE-2.0 b/LICENSE_APACHE-2.0 new file mode 100644 index 0000000..261eeb9 --- /dev/null +++ b/LICENSE_APACHE-2.0 @@ -0,0 +1,201 @@ + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/README.md b/README.md index 048021b..e00b439 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,22 @@ -# my-game-of-life -Conway's game of life +# Creature + +## Description +The `Creature` struct represents a creature with coordinates and an alive state. It provides methods for creating a new creature, setting its alive state, checking its neighboring creatures, and counting the number of alive neighbors. + +## Usage +You can use the `Creature` struct to simulate and manipulate creatures within a game matrix. + +```rust +// Example usage +let matrix: Vec> = vec![ + vec![Creature::new(0, 0, 1), Creature::new(0, 0, 2)], + vec![Creature::new(0, 0, 1), Creature::new(0, 0, 1)] +]; +let mut c_0 = matrix[0][0].clone(); +c_0.check_still_alive(matrix); +assert_eq!(c_0.alive, false); +``` + +## Licenses +This project is licensed under the MIT License and Apache 2.0 License - see the `LICENSE_*` files for details. + diff --git a/src/main.rs b/src/main.rs new file mode 100644 index 0000000..910eb77 --- /dev/null +++ b/src/main.rs @@ -0,0 +1,238 @@ +use rand::Rng; + +/// Struct representing a creature in the game of life. +/// +/// # Fields +/// +/// - `alive`: A boolean indicating whether the creature is alive or not. +/// - `x`: The x-coordinate of the creature. +/// - `y`: The y-coordinate of the creature. +#[derive(Debug, Clone, PartialEq)] +pub struct Creature { + alive: bool, + x: usize, + y: usize, +} + +impl Creature { + /// Creates a new creature with the given coordinates and alive state. + /// + /// # Arguments + /// + /// - `x`: The x-coordinate of the creature. + /// - `y`: The y-coordinate of the creature. + /// - `alive`: The alive state of the creature, represented as an i8. + /// 0 or 2 represents a live creature, while any other value represents a dead creature. + #[must_use] + pub fn new(x: usize, y: usize, alive: i8) -> Creature { + Creature { + alive: match alive { + 0 | 2 => true, + _ => false, + }, + x, + y, + } + } + + /// Sets the alive state of the creature. + /// + /// # Arguments + /// + /// - `alive`: The new alive state of the creature. + pub fn set_alive(&mut self, alive: bool) { + self.alive = alive; + } + + /// Checks the neighboring creatures of the current creature and updates its alive state accordingly. + /// + /// # Arguments + /// + /// - `matrix`: The game matrix containing all the creatures. + pub fn check_still_alive(&mut self, matrix: Vec>) { + match self.check_neighbors(matrix) { + 2 => { + if self.alive { + self.set_alive(true) + } + } + 3 => { + if !self.alive { + self.set_alive(true) + } + } + _ => self.set_alive(false), + }; + } + + /// Counts the number of alive neighbors of the current creature. + /// + /// # Arguments + /// + /// - `matrix`: The game matrix containing all the creatures. + /// + /// # Returns + /// + /// The number of alive neighbors of the current creature, represented as a u8. + #[must_use] + pub fn check_neighbors(&self, matrix: Vec>) -> u8 { + let max_i = matrix.len() - 1; + let max_j = matrix[0].len() - 1; + + let mut count: u8 = 0; + for x in (self.x.saturating_sub(1))..=(self.x + 1).min(max_i) { + for y in (self.y.saturating_sub(1))..=(self.y + 1).min(max_j) { + if x != self.x || y != self.y { + count += matrix[x][y].alive as u8; + } + } + } + count + } +} + +/// This struct implements the `Display` trait, which allows us to +/// print the `Creature` struct in a nice format. +impl std::fmt::Display for Creature { + /// Formats the `Creature` struct into a string, which is then + /// returned as a `Result` of type `std::fmt::Result`. The formatted + /// string represents the state of the creature, whether it is alive + /// or not, and is enclosed in square brackets. + /// + /// # Arguments + /// + /// * `f`: A formatter struct, which allows us to specify how to + /// format the data. + /// + /// # Returns + /// + /// A formatted string, representing the state of the creature. + fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { + // Format the string, representing the state of the creature. + write!(f, "[{}]", self.alive as u8) + } +} + +/// Main function that initializes and updates the game matrix. +/// +/// This function creates a new game matrix with 5x5 dimensions, +/// and iteratively prints the matrix state, clones the matrix, +/// updates the matrix state, and prints the updated matrix state. +fn main() { + // Create a new RNG for random number generation + let mut rng = rand::thread_rng(); + + // Initialize the game matrix with 5x5 dimensions, + // and populate each cell with a new creature. + let mut matrix: Vec> = (0..5) + .map(|x| { + (0..5) + .map(|y| Creature::new(x, y, rng.gen_range(0..=4))) + .collect() + }) + .collect(); + + // Print the initial reference matrix state + println!("Ref"); + print_matrix(&matrix); + + // Iterate 5 times + for i in 0..5 { + // Clone the matrix + let ref_mat: Vec> = matrix.clone(); + + // Print the cloned matrix state + println!("cloned {}", i); + print_matrix(&ref_mat); + + // Update the original matrix state by calling + // the check_still_alive function on each creature + update_matrix(&mut matrix, &ref_mat); + + // Print the updated reference matrix state + println!("ref {}", i); + print_matrix(&matrix); + + // Print the cloned matrix state again + println!("cloned {}", i); + print_matrix(&ref_mat); + } +} + +/// Prints the given matrix to the console. +/// +/// # Arguments +/// +/// - `matrix`: The matrix to print. +fn print_matrix(matrix: &Vec>) { + for row in matrix.iter() { + for c in row.iter() { + print!("{}", c); + } + println!(); + } +} + +/// Updates the given matrix by calling the check_still_alive +/// function on each creature. +/// +/// # Arguments +/// +/// - `matrix`: The matrix to update. +/// - `ref_mat`: The cloned matrix to reference. +fn update_matrix(matrix: &mut Vec>, ref_mat: &Vec>) { + for row in matrix.iter_mut() { + for c in row.iter_mut() { + c.check_still_alive(ref_mat.clone()); + } + } +} + +#[cfg(test)] +mod tests { + use super::Creature; + + #[test] + fn test_new_creature() { + let creature = Creature::new(0, 0, 2); + assert_eq!(creature.alive, true); + assert_eq!(creature.x, 0); + assert_eq!(creature.y, 0); + } + + #[test] + fn test_set_alive() { + let mut creature = Creature::new(0, 0, 2); + creature.set_alive(false); + assert_eq!(creature.alive, false); + } + + #[test] + fn test_check_neighbors() { + let matrix = vec![ + vec![Creature::new(0, 0, 2), Creature::new(0, 0, 2)], + vec![Creature::new(0, 0, 2), Creature::new(0, 0, 1)], + ]; + let c = matrix[0][0].clone(); + assert_eq!(c.check_neighbors(matrix), 2); + } + + #[test] + fn test_check_still_alive() { + let matrix: Vec> = vec![ + vec![Creature::new(0, 0, 2), Creature::new(0, 0, 2)], + vec![Creature::new(0, 0, 2), Creature::new(0, 0, 1)], + ]; + let mut c_0 = matrix[0][0].clone(); + c_0.check_still_alive(matrix); + assert_eq!(c_0.alive, true); + + let matrix: Vec> = vec![ + vec![Creature::new(0, 0, 1), Creature::new(0, 0, 2)], + vec![Creature::new(0, 0, 1), Creature::new(0, 0, 1)], + ]; + let mut c_0 = matrix[0][0].clone(); + c_0.check_still_alive(matrix); + assert_eq!(c_0.alive, false); + } +}