2e95ec501a
FossilOrigin-Name: 708314f58b4253b273c217a11265725bad4c8d7d7c53c503510440dade50be4d
118 lines
3.7 KiB
Forth
118 lines
3.7 KiB
Forth
# Conway's Game of Life
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The Game of Life, also known simply as Life, is a cellular automaton
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devised by the British mathematician John Horton Conway in 1970.
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The universe of the Game of Life is an infinite, two-dimensional
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orthogonal grid of square cells, each of which is in one of two
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possible states, alive or dead, (or populated and unpopulated,
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respectively). Every cell interacts with its eight neighbours, which
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are the cells that are horizontally, vertically, or diagonally
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adjacent. At each step in time, the following transitions occur:
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- Any live cell with fewer than two live neighbours dies, as if by
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underpopulation.
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- Any live cell with two or three live neighbours lives on to the
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next generation.
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- Any live cell with more than three live neighbours dies, as if
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by overpopulation.
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- Any dead cell with exactly three live neighbours becomes a live
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cell, as if by reproduction.
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The initial pattern constitutes the seed of the system. The first
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generation is created by applying the above rules simultaneously to
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every cell in the seed; births and deaths occur simultaneously, and
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the discrete moment at which this happens is sometimes called a tick.
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Each generation is a pure function of the preceding one. The rules
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continue to be applied repeatedly to create further generations.
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Taken from `https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life`
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# The Code
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This is my take on implementing this in RETRO.
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I first wrote a quick helper to inline a representation of part
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of the world.
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~~~
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:w/l [ $. eq? [ #0 ] [ #1 ] choose , ] s:for-each ;
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~~~
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I then define the intitial world. This is a 20x20 grid.
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~~~
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'World d:create
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'.................... w/l
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'.................... w/l
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'.................... w/l
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'..ooo............... w/l
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'....o............... w/l
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'...o................ w/l
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'.................... w/l
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'.................... w/l
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'.................... w/l
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'.................... w/l
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'.................... w/l
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'....ooo............. w/l
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'.................... w/l
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'.................... w/l
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'.................... w/l
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'........ooo......... w/l
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'.......ooo.......... w/l
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'.................... w/l
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'.................... w/l
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'.................... w/l
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~~~
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Space is also reserved for the *next generation*.
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~~~
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'Next d:create
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#20 #20 * allot
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~~~
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~~~
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{{
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'Surrounding var
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:get (rc-v)
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dup-pair [ #0 #19 n:between? ] bi@ and
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[ &World + [ #20 * ] dip + fetch ] [ drop-pair #0 ] choose ;
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:neighbor? (rc-) get &Surrounding v:inc-by ;
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:NW (rc-rc) dup-pair [ n:dec ] bi@ neighbor? ;
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:NN (rc-rc) dup-pair [ n:dec ] dip neighbor? ;
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:NE (rc-rc) dup-pair [ n:dec ] dip n:inc neighbor? ;
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:WW (rc-rc) dup-pair n:dec neighbor? ;
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:EE (rc-rc) dup-pair n:inc neighbor? ;
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:SW (rc-rc) dup-pair [ n:inc ] dip n:dec neighbor? ;
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:SS (rc-rc) dup-pair [ n:inc ] dip neighbor? ;
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:SE (rc-rc) dup-pair [ n:inc ] bi@ neighbor? ;
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:count (rc-rcn)
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#0 !Surrounding NW NN NE
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WW EE
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SW SS SE @Surrounding ;
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:alive (rc-n)
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count #2 #3 n:between? [ #1 ] if; #0 ;
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:dead (rc-n)
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count #3 eq? [ #1 ] if; #0 ;
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:new-state (rc-n)
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dup-pair get #1 eq? &alive &dead choose ;
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:set (nrc-) &Next + [ #20 * ] dip + store ;
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:cols (r-)
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#20 [ I over swap new-state rot rot set ] indexed-times drop ;
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:output (n-) n:-zero? [ $o ] [ $. ] choose c:put sp ;
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---reveal---
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:display (-)
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nl &World #20 [ #20 [ fetch-next output ] times nl ] times drop ;
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:gen (-)
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#20 [ I cols ] indexed-times &Next &World #20 #20 * copy ;
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}}
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{{
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:divide #20 [ $- c:put ] times sp 'Gen:_ s:put dup n:put nl ;
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---reveal---
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:gens (n-) #0 swap [ display divide n:inc gen ] times drop ;
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}}
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#12 gens
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