435 lines
11 KiB
Python
Executable File
435 lines
11 KiB
Python
Executable File
#!/usr/bin/env python3
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import pygame
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from OpenGL.GL import *
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from pygame.locals import *
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import argparse
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#TODO: remove global vars
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pygame.init()
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window_w = 1600
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window_h = 900
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livingSpaceWidth = 64
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livingSpaceHeight = 36
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creatureW = window_w/(livingSpaceWidth)
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creatureH = window_h/(livingSpaceHeight)
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FPS = 60
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NORTH = 0
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EAST = 1
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SOUTH = 2
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WEST = 3
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livingSpace = []
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livingSpaceColor = []
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update_queue = []
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old_update_queue = []
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# doubled draw buffer because of display double buffering
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draw_buffer = []
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draw_buffer_old = []
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antPosition = (livingSpaceWidth // 2, livingSpaceHeight // 2)
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antRotation = NORTH
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num_colors = 2
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color_list = []
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code = [False,True]
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# helper function for colors:
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def HSVtoRGB(h,s,v):
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c = v*s
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x = c*(1-abs((h/60)% 2 -1))
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m = v-c
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rr=0
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gg=0
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bb=0
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if(h<60):
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rr=c
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gg=x
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bb=0
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elif (h < 120):
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rr = x
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gg = c
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bb = 0
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elif (h < 180):
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rr = 0
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gg = c
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bb = x
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elif (h < 240):
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rr=0
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gg=x
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bb=c
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elif (h < 300):
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rr = x
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gg = 0
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bb = c
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elif (h < 360):
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rr = c
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gg = 0
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bb = x
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return(rr+m,gg+m,bb+m)
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def generate_colors():
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global color_list
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global num_colors
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color_list = []
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for i in range(num_colors):
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color_list.append(HSVtoRGB(i * 360.0 / num_colors,1,1))
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def resize(shape):
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width, height = shape
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if height == 0:
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height = 1
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glViewport(0, 0, width, height)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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glOrtho(0.0, livingSpaceWidth * creatureW, livingSpaceHeight * creatureH, 0.0, -6.0, 0.0)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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def init():
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glClearColor(0.0, 0.0, 0.0, 0.0)
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def initLivingSpace():
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for x in range(livingSpaceWidth):
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livingSpace.append([])
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livingSpaceColor.append([])
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for y in range(livingSpaceHeight):
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livingSpace[x].append(0)
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rgba = [float(x)/float(livingSpaceWidth), float(livingSpaceWidth-x)/float(livingSpaceWidth), float(y)/float(livingSpaceHeight),0.15]
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livingSpaceColor[x].append(rgba)
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draw_buffer.append((x,y))
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def isAlive(x,y):
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return livingSpace[x][y] != 0
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def draw():
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global draw_buffer
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global draw_buffer_old
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#glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glLoadIdentity()
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glTranslatef(0.0,0.0,3.0)
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glBegin(GL_QUADS)
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for column,row in draw_buffer + draw_buffer_old:
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r,g,b,a = livingSpaceColor[column][row]
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#glColor4f(255, 0, 0, 1.0)
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glColor4f(a * r, a * g, a * b, 1.0)
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x = column * creatureW
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y = row * creatureH
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glVertex3f(x,y,0.0)
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glVertex3f(x + creatureW-1.0,y,0.0)
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glVertex3f(x+creatureW-1,y+creatureH-1,0.0)
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glVertex3f(x,y+creatureH-1,0.0)
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# draw langton's ant quad:
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x = antPosition[0] * creatureW
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y = antPosition[1] * creatureH
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offX = creatureW / 2
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offY = creatureH / 2
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glColor4f(1,1,1,0.5)
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glVertex3f(x + offX, y, 0.0)
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glVertex3f(x + creatureW - 1, y + offY, 0.0)
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glVertex3f(x + offX, y + creatureH - 1, 0.0)
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glVertex3f(x, y + offY, 0.0)
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glEnd()
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draw_buffer_old = draw_buffer
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draw_buffer = []
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def activate(i,j,key = 1):
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livingSpace[i][j] = key
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if num_colors > 2:
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livingSpaceColor[i][j] = [
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color_list[key - 1][0],
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color_list[key - 1][1],
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color_list[key - 1][2],
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1.0
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]
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else:
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livingSpaceColor[i][j][3] = 1.0
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update_queue.append((i,j))
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def deactivate(i,j):
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livingSpace[i][j] = 0
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# correct color:
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livingSpaceColor[i][j] = [
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float(i) / float(livingSpaceWidth),
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float(livingSpaceWidth - i) / float(livingSpaceWidth),
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float(j) / float(livingSpaceHeight),
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0.6
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]
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update_queue.append((i,j))
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def update_field():
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global old_update_queue
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global update_queue
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old_update_queue = update_queue
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update_queue = []
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for i,j in old_update_queue:
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draw_buffer.append((i,j))
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if livingSpace[i][j] <= 0 and livingSpaceColor[i][j][3] > 0.15:
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livingSpaceColor[i][j][3] *= 0.98
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if livingSpaceColor[i][j][3] < 0.15:
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livingSpaceColor[i][j][3] = 0.15
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update_queue.append((i,j))
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elif livingSpace[i][j] > 0 and livingSpaceColor[i][j][3] > 0.6:
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livingSpaceColor[i][j][3] *= 0.98
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if livingSpaceColor[i][j][3] < 0.6:
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livingSpaceColor[i][j][3] = 0.6
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update_queue.append((i,j))
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def move_ant(dx, dy):
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global antPosition
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global antRotation
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# finally move:
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antPosition = (antPosition[0] + dx, antPosition[1] + dy)
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# wrap around:
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if antPosition[0] < 0:
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antPosition = (livingSpaceWidth - 1, antPosition[1])
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elif antPosition[0] >= livingSpaceWidth:
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antPosition = (0, antPosition[1])
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if antPosition[1] < 0:
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antPosition = (antPosition[0], livingSpaceHeight - 1)
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elif antPosition[1] >= livingSpaceHeight:
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antPosition = (antPosition[0], 0)
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update_queue.append(antPosition)
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def update_ant():
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global antPosition
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global antRotation
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# if we have only two colors, we will switch between on and off
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if num_colors == 2:
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# switch cell
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if isAlive(antPosition[0], antPosition[1]):
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deactivate(antPosition[0], antPosition[1])
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else:
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activate(antPosition[0], antPosition[1])
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# turn
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if isAlive(antPosition[0], antPosition[1]):
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# turn right
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antRotation = (antRotation + 1) % 4
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else:
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# turn left
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antRotation = (antRotation + 3) % 4
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else:
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# if we have more than 3 colors, we use the color code
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old_key = livingSpace[antPosition[0]][antPosition[1]] - 1
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new_key = (livingSpace[antPosition[0]][antPosition[1]]) % num_colors + 1 # avoiding key zero, it is deactivated
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if not isAlive(antPosition[0], antPosition[1]):
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# first activation time, increase key:
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new_key += 1
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old_key += 1
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#determine direction:
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if code[old_key]:
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# turn left:
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antRotation = (antRotation + 3) % 4
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else:
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# turn right:
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antRotation = (antRotation + 1) % 4
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# then activate with new key
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activate(antPosition[0], antPosition[1], new_key)
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# move on step:
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dx = 0
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dy = 0
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if antRotation == NORTH:
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dy = -1
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elif antRotation == SOUTH:
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dy = +1
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elif antRotation == EAST:
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dx = +1
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elif antRotation == WEST:
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dx = -1
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move_ant(dx,dy)
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def main():
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global livingSpaceWidth
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global livingSpaceHeight
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global creatureW
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global creatureH
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global antPosition
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global window_w
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global window_h
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global color_list
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global num_colors
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global code
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# parsing args:
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parser = argparse.ArgumentParser(description="langton's ant")
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parser.add_argument('--steps', dest='steps', default = 20 , help='steps per second')
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parser.add_argument('--w', dest='w', default = livingSpaceWidth, help = 'field width')
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parser.add_argument('--h', dest='h', default=livingSpaceHeight, help = 'field height')
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parser.add_argument('--calc', dest='calc', default=0, help='calculate steps and only display result')
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parser.add_argument('--default', dest='default', default=0, help='setting all fields to this value')
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parser.add_argument('--fullscreen', dest='fullscreen', action='store_true')
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parser.add_argument('--window_w', dest='win_w', default=window_w, help='window width')
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parser.add_argument('--window_h', dest='win_h', default=window_h, help='window height')
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parser.add_argument('--configurator', dest='configurator', action='store_true', help='start in field edit mode')
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parser.add_argument('--code', dest='code', default='01', help='binary code for the ant (\'01\' corresponds to the starndard ant behaviour)')
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parser.set_defaults(fullscreen=False)
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parser.set_defaults(configurator=False)
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args = parser.parse_args()
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steps_per_sec = int(args.steps)
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livingSpaceWidth = int(args.w)
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livingSpaceHeight = int(args.h)
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calc = int(args.calc)
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video_flags = OPENGL | HWSURFACE | DOUBLEBUF
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# parse code:
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code = []
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for c in args.code:
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if c == '0':
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code.append(False)
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else:
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code.append(True)
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# generate colors:
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num_colors = len(code)
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generate_colors()
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if args.fullscreen:
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video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
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dinfo = pygame.display.Info()
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window_w = dinfo.current_w
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window_h = dinfo.current_h
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else:
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window_w = int(args.win_w)
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window_h = int(args.win_h)
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creatureW = window_w / (livingSpaceWidth)
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creatureH = window_h / (livingSpaceHeight)
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antPosition = (livingSpaceWidth // 2, livingSpaceHeight // 2)
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pygame.display.set_mode((window_w,window_h),video_flags)
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initLivingSpace()
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if int(args.default) != 0:
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for i in range(livingSpaceWidth):
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for j in range(livingSpaceHeight):
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activate(i,j)
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resize((window_w, window_h))
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init()
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clock = pygame.time.Clock()
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frames = 0
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counter = 0
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logic_frame_pause = FPS / steps_per_sec
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configurator_mode = bool(args.configurator)
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field_draws = 0
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if (calc > 0):
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for i in range(calc):
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update_ant();
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#main loop:
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while True:
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ticktime = clock.tick(FPS)
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#print ticktime
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event = pygame.event.poll()
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if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
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break
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update_field();
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draw()
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field_draws += len(draw_buffer) + len(draw_buffer_old)
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frames += 1
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if frames % FPS == 0:
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print("average field draws per frame: " + str(field_draws/FPS))
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field_draws = 0
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pygame.display.flip()
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if configurator_mode:
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# move with keys:
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if event.type == KEYDOWN:
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draw_buffer.append((antPosition[0],antPosition[1]))
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if event.key == K_DOWN:
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move_ant(0,+1)
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elif event.key == K_UP:
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move_ant(0,-1)
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elif event.key == K_LEFT:
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move_ant(-1,0)
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elif event.key == K_RIGHT:
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move_ant(+1,0)
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elif event.key == K_SPACE:
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new_key = (livingSpace[antPosition[0]][antPosition[1]]) % num_colors + 1
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if not isAlive(antPosition[0], antPosition[1]):
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new_key += 1
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activate(antPosition[0], antPosition[1], new_key)
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elif event.key == K_BACKSPACE:
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deactivate(antPosition[0],antPosition[1])
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elif event.key == K_RETURN:
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configurator_mode = False
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else:
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if (calc == 0):
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counter += 1
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if logic_frame_pause >= 1:
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if counter > logic_frame_pause:
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update_ant()
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counter = 0
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else:
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# multiple calculations per frame:
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for i in range(int(1 / logic_frame_pause)):
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update_ant()
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# switch to configurator mode:
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if event.type == KEYDOWN and event.key == K_RETURN:
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configurator_mode = True
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if __name__ == '__main__':
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main()
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