Created
January 30, 2011 03:43
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Part of Conway's Game of Life in Java pushing on the OO boundary
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protected Map<Cell, State> captureStateTransitions(Ecosystem ecosystem) { | |
Map<Cell, State> stateTransitions = createSelfMinimizingMap(); | |
for (Cell cell : ecosystem.getCells()) { | |
stateTransitions.put(cell, getRules().evaluate(ecosystem, cell)); | |
} | |
return stateTransitions; | |
} | |
package gol.impl; | |
import gol.Cell; | |
import gol.Rules; | |
import gol.Ecosystem; | |
import gol.Rule; | |
import gol.Cell.State; | |
import java.util.Arrays; | |
import java.util.List; | |
public class DefaultRules implements Rules { | |
private List<Rule> rules; | |
public DefaultRules(Rule[] rules) { | |
setRules(Arrays.asList(rules)); | |
} | |
@Override | |
public State evaluate(Ecosystem ecosystem, Cell cell) { | |
State state = cell.getState(); | |
int liveNeighborCount = ecosystem.getNeighborCount(cell); | |
for (int index = 0; state.equals(cell.getState()) && index < rules.size(); index++) { | |
state = rules.get(index).evaluate(cell.getState(), liveNeighborCount); | |
} | |
return state; | |
} | |
@Override | |
public void setRules(List<Rule> rules) { | |
this.rules = rules; | |
} | |
} | |
package gol.impl; | |
import static gol.Cell.State.DEAD; | |
import gol.Rule; | |
import gol.Cell.State; | |
public class ResurectableRule implements Rule { | |
@Override | |
public State evaluate(State state, int neighborCount) { | |
return (DEAD == state && 3 == neighborCount) ? State.ALIVE : state; | |
} | |
} | |
package gol.impl; | |
import static gol.Cell.State.ALIVE; | |
import gol.Rule; | |
import gol.Cell.State; | |
public class OverPopulatedRule implements Rule { | |
@Override | |
public State evaluate(State state, int neighborCount) { | |
return (ALIVE == state && 3 < neighborCount) ? State.DEAD : state; | |
} | |
} | |
package gol.impl; | |
import static gol.Cell.State.ALIVE; | |
import gol.Rule; | |
import gol.Cell.State; | |
public class UnderPopulatedRule implements Rule { | |
@Override | |
public State evaluate(State state, int neighborCount) { | |
return (ALIVE == state && 2 > neighborCount) ? State.DEAD : state; | |
} | |
} |
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