# turtlife.py - Artistic License w/ Attribution -> "(evil) Dan of MOISEBRIDGE"
# note: press 'n' to advance frame, 'r' to run, 'p' to pause
from turtle import Screen, Turtle, mainloop
from itertools import count, islice, product, repeat, starmap
from collections import deque
from random import choice, randint
from time import sleep
class Logic(object):
def __init__(self, rules=None):
self.rules = rules
def evaluate(self, o=None):
ret = None
if self.rules == 'life':
ret = self.evaluate_life(o)
elif self.rules == 'prime':
ret = self.evaluate_prime(o)
else: # random
ret = (choice((0, 1)), choice(range(0, 9)))
return ret
def evaluate_life(self, o):
n = o.neighborsum()
if n == 2:
destiny = o.binary_val
elif n == 3:
destiny = 1
else:
destiny = 0
return (destiny, n)
def evaluate_prime(self, o):
n = o.neighborsum()
if n in (2, 3):
destiny = 1
elif n in (5, 7):
destiny = o.binary_val
else:
destiny = 0
return (destiny, n)
def toggle(self):
if self.rules == 'life':
self.rules = 'prime'
elif self.rules == 'prime':
self.rules = 'life'
else:
self.rules = choice(('prime', 'life'))
class Cell(object):
def __init__(self, colony, row, col):
self.colony = colony
self.row = row
self.col = col
self.binary_val = 0
self.cause = 0
self.logic = colony.logic
self._neighbors = None
def neighbors(self):
if self._neighbors is None:
self._neighbors = list(starmap(
lambda x, y: self.colony.cells[x * self.colony.cols + y],
self.colony.neighborhood(self.row, self.col) ))
return self._neighbors
def neighborsum(self):
return sum(o.binary_val for o in self.neighbors())
def destiny(self):
effect, cause = self.logic.evaluate(self)
return (effect, cause)
def update(self, effect=None, cause=None):
if effect is not None:
self.binary_val = 1 if effect else 0
if cause is not None:
self.cause = cause
return self.binary_val
class Colony(object):
def __init__(self, rules, displaymode, rows, cols):
self.logic = Logic(rules)
self.rows = rows
self.cols = cols
self.cells = list(starmap(
lambda x, y: Cell(self, x, y),
product(range(rows), range(cols)) ))
self.state = State(self)
self.display = ColonyDisplay(self, displaymode)
def neighborhood(self, row, col):
up = row - 1 if row else self.rows - 1
down = row + 1 if row < self.rows - 1 else 0
left = col - 1 if col else self.cols - 1
right = col + 1 if col < self.cols - 1 else 0
return ( (up, left), (up, col), (up, right),
(row, left), (row, right),
(down, left), (down, col), (down, right) )
def randomize(self):
orig_rules = self.logic.rules
self.logic.rules = 'random'
self.update()
self.logic.rules = orig_rules
def update(self, sync=True):
self.state.update()
self.display.update()
class ColonyDisplay(object):
def __init__(self, colony, displaymode):
self.displaymode = displaymode
self.cells = colony.cells
self.textdisplay = lambda: colony.state.displaystring()
self.turtles = list(starmap(
lambda x, y: ColonialTurtle(colony, x, y),
product(range(colony.rows), range(colony.cols)) ))
def update(self):
print(self.textdisplay())
self.turtledisplay()
def turtledisplay(self):
for c, t in zip(self.cells, self.turtles):
if c.binary_val:
if c.cause == 2:
t.set_rgb('blue')
elif c.cause == 3:
t.set_rgb('green')
elif c.cause == 5:
t.set_rgb('yellow')
elif c.cause == 7:
t.set_rgb('red')
else:
if self.displaymode == 'ambient':
t.set_rgb(t.ambience())
elif self.displaymode == 'fade':
t.set_rgb(0.618)
else:
t.set_rgb('black')
class State(object):
def __init__(self, colony):
self.colony = colony
self.context = None
self.lookback = 1000
self.gen = 0
self.history = deque(maxlen=self.lookback)
self.cycle_detector = None
def bitvals(self):
bits = 0
for o in self.colony.cells:
bits <<= 1
bits += o.binary_val
return bits
def update_context(self):
prev_context = self.context
self.context = (self.colony.logic.rules, self.colony.rows, self.colony.cols)
return (self.context, prev_context)
def memorialize(self):
current, prev = self.update_context()
if current != prev:
self.history.append((self.gen, (current, prev)))
self.history.append((self.gen, self.bitvals()))
def update(self, sync=True):
dst = (x.destiny() for x in self.colony.cells)
for c, d in zip(self.colony.cells, list(dst) if sync else dst):
effect, cause = d
c.update(effect, cause)
self.memorialize()
self.gen += 1
def smash(self):
self.history.clear()
self.gen = 0
def dump(self):
cur, prev = None, None
print('history:')
for gen, entry in self.history:
if type(entry) == tuple: # context
cur, prev = entry
else:
print(cur, gen)
print(self.bitstring(entry))
def cycler(self):
if self.cycle_detector: # toggle
self.cycle_detector = None
ret = None
else:
self.cycle_detector = dict()
ret = self.cycler_check_history()
return ret
def cycler_check_history(self):
cycle_found = None
for gen, entry in self.history:
if type(entry) == tuple: # context
continue
regen = self.cycler_check_entry(gen, entry)
if gen != regen:
cycle_found = regen
break
return cycle_found
def cycler_check_entry(self, gen, entry):
if entry in self.cycle_detector: # key via history <- self.bitvals()
ret = self.cycle_detector[entry]
else:
self.cycle_detector[entry] = gen
ret = gen
return ret
def bitstring(self, bits=None, wrapped=True):
if bits is None:
bits = self.bitvals()
s = '{0:0{n}b}'.format(bits, n=len(self.colony.cells))
if wrapped:
s = '\n'.join(map(
lambda x: s[x:x+self.colony.cols],
range(0, len(s), self.colony.cols) ))
return s
def displaystring(self, which=-1):
gen, entry = self.history[which]
if which == -1:
cur = self.context
while type(entry) == tuple: # context
cur, prev = entry
which -= 1
if which + len(d) < 0:
return ""
gen, entry = self.history[which]
s = ' '.join((str(cur), str(gen)))
return '\n'.join((s, self.bitstring(entry).replace('1','o').replace('0',' ')))
class ColonialTurtle(Turtle):
def __init__(self, colony, row, col):
Turtle.__init__(self)
self.colony = colony
self.row = row
self.col = col
self.speed(0)
self.shape("turtle")
self.settiltangle(45)
self.resizemode("user")
self.shapesize(1, 1, 0)
self.penup()
self.setx(col)
self.sety(row)
self.colors = dict( (
( 'black', (0.0, 0.0, 0.0) ),
( 'grey50', (0.5, 0.5, 0.5) ),
( 'white', (1.0, 1.0, 1.0) ),
( 'red', (0.7, 0.0, 0.0) ),
( 'yellow', (0.7, 0.7, 0.0) ),
( 'green', (0.0, 0.7, 0.0) ),
( 'blue', (0.0, 0.0, 0.7) ) ) )
self.set_rgb('black')
self._neighbors = None
def neighbors(self):
if self._neighbors is None:
self._neighbors = list(starmap(
lambda x, y: self.colony.display.turtles[x * self.colony.cols + y],
self.colony.neighborhood(self.row, self.col) ))
return self._neighbors
def set_rgb(self, c):
otype = type(c)
if otype is float:
for i in range(3):
self.rgb[i] *= c
else:
if otype is str:
c = self.colors[c]
self.rgb = list(c)
self.color(self.rgb)
def avg_rgb(self, turtles):
rgb = [0.0, 0.0, 0.0]
n = len(turtles)
for t in turtles:
for i in range(3):
rgb[i] += t.rgb[i]
return map(lambda x: x/n, rgb)
def ambience(self):
return self.avg_rgb(self.neighbors())
class ScreenRunner(object):
def __init__(self, rules='prime', displaymode='ambient', delay=0, rows=16, cols=32):
self.delay_milliseconds = delay
self.screen = self.initscreen(rows, cols)
self.colony = Colony(rules, displaymode, rows, cols)
self.randomize()
self.run()
def initscreen(self, rows, cols):
screen = Screen()
screen.delay(0)
offset = map(lambda x: x - 0.3, (0, rows, cols, 0))
screen.setworldcoordinates(*offset)
screen.bgcolor(0.0, 0.0, 0.0)
screen.tracer(n=rows*cols)
self.bindkeys(screen)
return screen
def bindkeys(self, screen):
screen.onkey(self.cycle_detection, 'c')
screen.onkey(self.dump, 'd')
screen.onkey(self.mode, 'm')
screen.onkey(self.next, 'n')
screen.onkey(self.pause, 'p')
screen.onkey(self.run, 'r')
screen.onkey(self.smash, 's')
screen.onkey(self.randomize, 'x')
screen.onkey(self.quit, 'q')
screen.listen()
def cycle_detection(self):
detected = self.colony.state.cycler()
if detected is not None:
print('cycle detected - gen ', detected)
def dump(self):
self.colony.state.dump()
def mode(self):
self.colony.logic.toggle()
self.colony.update()
def next(self):
self.colony.update()
def pause(self):
self.running = False
def run(self):
self.running = True
self.timer()
def randomize(self):
self.colony.randomize()
def smash(self):
self.colony.state.smash()
def quit(self):
exit()
def timer(self, delay=None):
if delay is None:
delay = self.delay_milliseconds
if self.running:
self.next()
self.screen.ontimer(lambda: self.timer(delay), delay)
def main():
ScreenRunner(rules='prime', displaymode='ambient', delay=0, rows=17, cols=23) # delay in milliseconds
return "EVENTLOOP"
if __name__ == "__main__":
msg = main()
print(msg)
mainloop()