Initial project import
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import term
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import rand
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import time
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const cell = '█'
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const nothing = ' '
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const transformers = [nothing, cell]
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struct Game {
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mut:
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grid [][]string
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}
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fn (g Game) get_surrounding_alive_count(x int, y int) int {
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mut count := 0
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for i := x - 1; i <= x + 1; i++ {
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for j := y - 1; j <= y + 1; j++ {
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if (i != x || j != y) && i >= 0 && j >= 0 && i < g.grid.len && j < g.grid[x].len {
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if g.grid[i][j] == cell {
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count++
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}
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}
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}
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}
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return count
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}
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fn (mut g Game) evolve() {
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mut temp_grid := [][]string{}
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for x in 0 .. g.grid.len {
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temp_grid << []string{}
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for y in 0 .. g.grid[x].len {
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count := g.get_surrounding_alive_count(x, y)
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if count == 3 || (g.grid[x][y] == cell && count == 2) {
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temp_grid[x] << cell
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} else {
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temp_grid[x] << nothing
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}
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}
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}
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g.grid = temp_grid
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}
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fn (mut g Game) display() {
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for y in 0 .. g.grid[0].len {
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mut line := ''
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for x in 0 .. g.grid.len {
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line += g.grid[x][y]
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}
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println(line)
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}
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}
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fn new_game() Game {
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w, h := term.get_terminal_size()
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mut grid := [][]string{}
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for x in 0 .. w {
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grid << []string{}
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for _ in 0 .. h {
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is_live := rand.f64() > 0.82
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icon := transformers[int(is_live)]
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grid[x] << icon
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}
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}
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return Game{grid}
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}
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fn main() {
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mut g := new_game()
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g.display()
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for {
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g.evolve()
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term.erase_clear()
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g.display()
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time.sleep(100 * time.millisecond)
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}
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}
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