unit test dependancies
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2053
package-lock.json
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2053
package-lock.json
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@ -7,7 +7,9 @@
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"build": "vite build",
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"build": "vite build",
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"serve": "vite preview",
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"serve": "vite preview",
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"lint": "eslint --ext .js,.vue --ignore-path .gitignore --fix src",
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"lint": "eslint --ext .js,.vue --ignore-path .gitignore --fix src",
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"format": "prettier . --write"
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"format": "prettier . --write",
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"coverage": "vitest run --coverage",
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"test": "vitest"
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},
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},
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"dependencies": {
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"dependencies": {
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"@vitejs/plugin-vue": "^3.2.0",
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"@vitejs/plugin-vue": "^3.2.0",
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@ -17,10 +19,13 @@
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"vue": "3.2"
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"vue": "3.2"
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},
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},
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"devDependencies": {
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"devDependencies": {
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"@testing-library/vue": "^6.6.1",
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"eslint": "^8.28.0",
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"eslint": "^8.28.0",
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"eslint-config-prettier": "^8.5.0",
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"eslint-config-prettier": "^8.5.0",
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"eslint-plugin-vue": "^9.8.0",
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"eslint-plugin-vue": "^9.8.0",
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"prettier": "2.8.0"
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"happy-dom": "^8.1.1",
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"prettier": "2.8.0",
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"vitest": "^0.26.2"
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},
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},
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"eslintConfig": {
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"eslintConfig": {
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"root": true,
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"root": true,
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217
src/modules/core.js
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217
src/modules/core.js
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@ -0,0 +1,217 @@
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// core functions to generate initial states and evolve them
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// handles negative index and index bigger than its array length
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function guard(index, arrayLength) {
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if (index > arrayLength - 1) return 0;
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if (index < 0) return arrayLength - 1;
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return index;
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}
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// get the next evolution of a 1D CA initial state
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function evolve1d(state, rules) {
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function getCell(index) {
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const safeIndex = guard(index, state.length);
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return state[safeIndex];
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}
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const newState = state.map((_, x) => {
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const cells = [getCell(x - 1), getCell(x), getCell(x + 1)];
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return rules[cells.join("")];
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});
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return newState.map(Number);
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}
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// create a 2D board from a 1D CA initial state
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// function createBoard(state, rules, height) {
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// function createBoardAcc(s, h, acc) {
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// if (h === 0) return acc;
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// const newState = evolve1d(s, rules);
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// const newAcc = acc.concat([s]);
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// return createBoardAcc(newState, h - 1, newAcc);
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// }
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// return createBoardAcc(state, height, []);
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// }
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// performance "choke point" in full imperative
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function createBoard(state, rules, max) {
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var board = [];
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let prevState = [];
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for (let i = 0; i < max; i++) {
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let nextState = [];
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// use the passed initial step during first iteration
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if (i == 0) {
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nextState = evolve1d(state, rules);
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} else {
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nextState = evolve1d(prevState, rules);
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}
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board = board.concat([nextState]);
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prevState = nextState;
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}
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return board;
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}
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// Find the neighbor of a given cell in a 2D CA board
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function getCellNeighbors(board, cellCoordinates) {
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const [x, y] = cellCoordinates;
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const rowLength = board[0].length; // caca?
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// handles board edges where the cell is missing neighbors
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function getCell(xx, yy) {
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const safeX = guard(xx, board.length);
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const safeY = guard(yy, rowLength.length);
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return board[safeX][safeY];
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}
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// the current cell is not included in the result
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return [
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getCell(x - 1, y - 1),
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getCell(x, y - 1),
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getCell(x + 1, y - 1),
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getCell(x - 1, y),
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getCell(x + 1, y),
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getCell(x - 1, y + 1),
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getCell(x, y + 1),
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getCell(x + 1, y - 1),
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];
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}
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// Sums the value of a cell's neighbors
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function getNeighborsSum(cells) {
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return cells.reduce((cell, acc) => cell + acc, 0);
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}
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// Get the next evolution of a cell according to
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// Conway's game of life rules
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function conwayRules(cell, neighbors) {
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// loneliness rule
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if (cell === 1 && neighbors < 2) return 0;
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// overpopulation rule
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if (cell === 1 && neighbors > 3) return 0;
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// born when three live neighbors rule
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if (cell === 0 && neighbors === 3) return 1;
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// the cell remains the same if none apply
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return cell;
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}
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// Get the next evolution of a cell according to
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// Conway's game of life rules
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function servietteRules(cell, neighbors) {
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// loneliness rule
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if (cell === 0 && [2, 3, 4].find((x) => x == neighbors)) return 1;
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// the cell remains the same if none apply
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return 0;
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}
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// variation of the game of life where a
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// cell comes to live if 6 neigbor cells are alive
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function highLifeRules(cell, neighbors) {
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// loneliness rule
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if (cell === 1 && neighbors < 2) return 0;
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// overpopulation rule
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if (cell === 1 && neighbors > 3) return 0;
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// born when three live neighbors rule
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if (cell === 0 && neighbors === 2) return 1;
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// highlife rules
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if ((cell === 0 && neighbors === 3) || neighbors === 6) return 1;
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// the cell remains the same if none apply
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return cell;
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}
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// variation on the game of life's rules,
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// where the "three live neighbors" rule is ignored
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function threebornRules(cell, neighbors) {
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// loneliness rule
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if (cell === 1 && neighbors < 2) return 0;
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// overpopulation rule
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if (cell === 1 && neighbors > 3) return 0;
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// born when three live neighbors rule
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return cell;
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}
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// variation on the game of life's rules,
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// where the loneliness rule is ignored
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function lonelinessRules(cell, neighbors) {
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// overpopulation rule
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if (cell === 1 && neighbors > 3) return 0;
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// born when three live neighbors rule
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if (cell === 0 && neighbors === 3) return 1;
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// the cell remains the same if none apply
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return cell;
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}
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// variation on the game of life's rules,
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// where the overpopulation rule is ignored
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function overpopulationRules(cell, neighbors) {
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// loneliness rule
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if (cell === 1 && neighbors < 2) return 0;
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// born when three live neighbors rule
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if (cell === 0 && neighbors === 3) return 1;
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// the cell remains the same if none apply
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return cell;
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}
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// get the next evolution of a 2D CA initial state
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// Rules : Moore neighborhood
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function evolve2d(board, rulesFn) {
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return board.map((row, x) =>
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row.map((cell, y) => {
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const neighbors = getCellNeighbors(board, [x, y]);
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const sum = getNeighborsSum(neighbors);
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return rulesFn(cell, sum);
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})
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);
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}
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function getDrawingValues(state, acc, cell) {
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const d = cell.dimension;
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return Object.keys(state).map((key) => {
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const fillStyle = (() => {
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if (state[key] === "1") return cell.liveColor;
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return cell.deadColor;
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})();
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return {
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move: [key * d, acc * d],
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fill: [key * d, acc * d, d, d],
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fillStyle,
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};
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});
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}
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// Populates the first state with a single living cell in the center
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function create1dStateOneCell(width) {
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return [...Array(width)].map((cell, index) => {
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if (index === Math.floor(width / 2)) return 1;
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return 0;
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});
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}
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// Populates the first state of a 1D CA with cells returned
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// by initFn
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function create1dState(width, initFn, args) {
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return [...Array(width)].map(() => initFn(...args));
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}
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// Populates the first state of a 2D CA with cells returned
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// by initFn
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function create2dState(width, height, initFn, args) {
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return [...Array(height)].map(() =>
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[...Array(width)].map(() => initFn(...args))
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);
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}
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export {
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getDrawingValues,
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create1dState,
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create2dState,
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createBoard,
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create1dStateOneCell,
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conwayRules,
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overpopulationRules,
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lonelinessRules,
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threebornRules,
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highLifeRules,
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servietteRules,
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evolve1d,
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evolve2d,
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};
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@ -13,4 +13,11 @@ export default defineConfig({
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"@": path.resolve(__dirname, "./src"),
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"@": path.resolve(__dirname, "./src"),
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},
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},
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},
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},
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test: {
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// enable jest-like global test APIs
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globals: true,
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// simulate DOM with happy-dom
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// (requires installing happy-dom as a peer dependency)
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environment: "happy-dom",
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},
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});
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});
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