GoL is now affected by stasis wall

This commit is contained in:
jacob1 2019-02-20 23:25:28 -05:00
parent 45ee6780d9
commit 28bfa9dfc9

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@ -4922,7 +4922,7 @@ int Simulation::GetParticleType(ByteString type)
void Simulation::SimulateGoL() void Simulation::SimulateGoL()
{ {
CGOL=0; CGOL = 0;
//TODO: maybe this should only loop through active particles //TODO: maybe this should only loop through active particles
for (int ny = CELL; ny < YRES-CELL; ny++) for (int ny = CELL; ny < YRES-CELL; ny++)
{ {
@ -4935,10 +4935,11 @@ void Simulation::SimulateGoL()
gol[ny][nx] = 0; gol[ny][nx] = 0;
continue; continue;
} }
if (TYP(r)==PT_LIFE) if (TYP(r) == PT_LIFE)
{ {
int golnum = parts[ID(r)].ctype+1; int golnum = parts[ID(r)].ctype + 1;
if (golnum<=0 || golnum>NGOL) { if (golnum <= 0 || golnum > NGOL)
{
kill_part(ID(r)); kill_part(ID(r));
continue; continue;
} }
@ -4953,7 +4954,7 @@ void Simulation::SimulateGoL()
int adx = ((nx+nnx+XRES-3*CELL)%(XRES-2*CELL))+CELL; int adx = ((nx+nnx+XRES-3*CELL)%(XRES-2*CELL))+CELL;
int ady = ((ny+nny+YRES-3*CELL)%(YRES-2*CELL))+CELL; int ady = ((ny+nny+YRES-3*CELL)%(YRES-2*CELL))+CELL;
int rt = pmap[ady][adx]; int rt = pmap[ady][adx];
if (!rt || TYP(rt)==PT_LIFE) if (!rt || TYP(rt) == PT_LIFE)
{ {
//the total neighbor count is in 0 //the total neighbor count is in 0
gol2[ady][adx][0] ++; gol2[ady][adx][0] ++;
@ -4993,34 +4994,38 @@ void Simulation::SimulateGoL()
int neighbors = gol2[ny][nx][0]; int neighbors = gol2[ny][nx][0];
if (neighbors) if (neighbors)
{ {
int golnum = gol[ny][nx]; if (!(bmap[ny/CELL][nx/CELL] == WL_STASIS && emap[ny/CELL][nx/CELL] < 8))
if (!r)
{ {
//Find which type we can try and create int golnum = gol[ny][nx];
int creategol = 0xFF; if (!r)
for (int i = 1; i < 9; i++)
{ {
if (!gol2[ny][nx][i]) break; //Find which type we can try and create
golnum = (gol2[ny][nx][i]>>4); int creategol = 0xFF;
if (grule[golnum][neighbors]>=2 && (gol2[ny][nx][i]&0xF)>=(neighbors%2)+neighbors/2) for (int i = 1; i < 9; i++)
{ {
if (golnum<creategol) creategol=golnum; if (!gol2[ny][nx][i]) break;
golnum = (gol2[ny][nx][i]>>4);
if (grule[golnum][neighbors]>= 2 && (gol2[ny][nx][i]&0xF) >= (neighbors%2)+neighbors/2)
{
if (golnum < creategol)
creategol = golnum;
}
} }
if (creategol < 0xFF)
create_part(-1, nx, ny, PT_LIFE, creategol-1);
}
else if (grule[golnum][neighbors-1] == 0 || grule[golnum][neighbors-1] == 2)//subtract 1 because it counted itself
{
if (parts[ID(r)].tmp == grule[golnum][9]-1)
parts[ID(r)].tmp--;
} }
if (creategol<0xFF)
create_part(-1, nx, ny, PT_LIFE, creategol-1);
}
else if (grule[golnum][neighbors-1]==0 || grule[golnum][neighbors-1]==2)//subtract 1 because it counted itself
{
if (parts[ID(r)].tmp==grule[golnum][9]-1)
parts[ID(r)].tmp --;
} }
for (int z = 0; z < 9; z++) for (int z = 0; z < 9; z++)
gol2[ny][nx][z] = 0;//this improves performance A LOT compared to the memset, i was getting ~23 more fps with this. gol2[ny][nx][z] = 0;//this improves performance A LOT compared to the memset, i was getting ~23 more fps with this.
} }
//we still need to kill things with 0 neighbors (higher state life) //we still need to kill things with 0 neighbors (higher state life)
if (r && parts[ID(r)].tmp<=0) if (r && parts[ID(r)].tmp <= 0)
kill_part(ID(r)); kill_part(ID(r));
} }
} }
//memset(gol2, 0, sizeof(gol2)); //memset(gol2, 0, sizeof(gol2));