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69
simulation/xel.go
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69
simulation/xel.go
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package simulation
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import (
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"math/rand/v2"
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)
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const (
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TurnNorth int = iota
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TurnEast
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TurnSouth
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TurnWest
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)
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type Xel struct {
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Energy int64
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}
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func (xel *Xel) Step(ownPos Vector2, grid *XelGrid) {
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// get other xel
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var otherXelPos Vector2
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switch rand.IntN(4) {
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case 0:
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otherXelPos = Vector2{X: ownPos.X + 1, Y: ownPos.Y}
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case 1:
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otherXelPos = Vector2{X: ownPos.X - 1, Y: ownPos.Y}
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case 2:
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otherXelPos = Vector2{X: ownPos.X, Y: ownPos.Y + 1}
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case 3:
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otherXelPos = Vector2{X: ownPos.X, Y: ownPos.Y - 1}
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}
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otherXel := grid.GetXel(otherXelPos)
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if otherXel == nil { return }
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// interact
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if (xel.Energy > 0 && otherXel.Energy > 0) || (xel.Energy < 0 && otherXel.Energy < 0) {
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if rand.IntN(4) == 0 {
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// create a higher energy xel and an inverted xel
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xel.Energy += (2 * otherXel.Energy)
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otherXel.Energy *= -1
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} else {
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xel.Energy += otherXel.Energy
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otherXel.Energy = 0
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}
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return
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}
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if (xel.Energy < 0 && otherXel.Energy > 0) || (xel.Energy > 0 && otherXel.Energy < 0) {
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// cancel out
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xel.Energy += otherXel.Energy
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otherXel.Energy = 0
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return
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}
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if (xel.Energy == 0 && otherXel.Energy != 0) || (xel.Energy != 0 && otherXel.Energy == 0) {
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if xel.Energy > 1 || xel.Energy < -1 || otherXel.Energy > 1 || otherXel.Energy < -1 { // prevent integer 1 / 0
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// split
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splitE := (xel.Energy + otherXel.Energy) / 2
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xel.Energy = splitE + ((xel.Energy + otherXel.Energy) % 2)
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otherXel.Energy = splitE
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} else {
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// move
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if xel.Energy != 0 {
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otherXel.Energy = xel.Energy
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xel.Energy = 0
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} else {
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xel.Energy = otherXel.Energy
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otherXel.Energy = 0
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}
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}
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return
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}
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}
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