1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
|
/**
* Copyright 2024 The Life2 Authors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
* @license
*/
/**
* @fileoverview Rules are mathematical expressions that are used to determine
* the next state of a cell based on its current state within a board.
* Rules are functions that either return a new cell state, or nothing if they
* don't apply to the cell.
* The final choice for a cell state is made by the board, using all the results
* from the multiple rules being applied to the cell.
*
* @package life2
*/
import {Cell} from './index';
/**
* The mathematical function bodies that is applied to a cell.
* The function takes two arguments, the current cell the rule is being applied
* on, and a list of its neighbors. It returns either a new cell state, or
* null if the rule should not be applied to the cell.
* The neighbors list is provided by the board, and may not be ordered in any
* meaningful way, care should be taken when relying on its order. The same
* applies for its contents, which may be only the eight adjacent cells in a
* rectangular board, or a different set of cells for other board shapes.
* @typedef {!function(!Cell, !Array<!Cell>): ?Cell}
* @const
*/
export let RuleFunction;
/**
* A rule is a function that can apply a transformation to a cell based on its
* current state and the state of its neighbors.
*/
export class Rule {
/**
* Creates a new rule that can be consumed by a board.
* @param {string} name The name of the rule, may be used for debugging in
* visual interfaces.
* @param {string} details A human-readable description of the rule, may be
* used for debugging in visual interfaces.
* @param {!RuleFunction} expression The function body of the rule, which will
* be called by the game manager to apply the rule to a cell.
*/
constructor(name, details, expression) {
/**
* The name of the rule, may be used for debugging in visual interfaces.
* @type {string}
* @const
*/
this.name = name;
/**
* A human-readable description of the rule, may be used for debugging in
* visual interfaces.
* @type {string}
* @const
*/
this.details = details;
/**
* The function body of the rule, which will be called by the game manager
* to apply the rule to a cell.
* @type {!RuleFunction}
* @const @private
*/
this.expression_ = expression;
}
/**
* Applies the rule to a cell and its neighbors, returning the new state of
* the cell, or null if the rule does not apply to the cell.
* @param {!Cell} cell The cell to apply the rule to.
* @param {!Array<!Cell>} neighbors The list of neighbors of the cell.
* @return {?Cell} The new state of the cell, or null if the rule does not
* apply to the cell.
*/
execute(cell, neighbors) {
return this.expression_(cell, neighbors);
}
}
|