added some extra typehinting
This commit is contained in:
63
conway.py
63
conway.py
@@ -3,6 +3,8 @@ from collections import namedtuple
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from math import floor
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import pygame
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from dataclasses import dataclass
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from typing import List
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CellStates = Enum("CellStates", ("ALIVE", "DEAD")) #using enum for possible iterations on cellular automata
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XYPair = namedtuple("XYPair", "x y")
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@@ -38,48 +40,47 @@ class Cell:
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calculate_spacing(self.position.y, self.dimensions.y, padding.y))
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def __init__(self, position: XYPair, dimensions: XYPair, render_info: Render_Info, state: CellStates=CellStates.DEAD) -> None:
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self.crowding_number = 0
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self.position = position
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self.dimensions = dimensions
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self.state = state
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self.click_state = None
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self.screen_position = self.calculate_screen_position(render_info)
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self.image = pygame.Surface(self.dimensions)
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self.crowding_number: int = 0
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self.position: XYPair = position
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self.dimensions: XYPair = dimensions
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self.state: CellStates = state
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self.click_state: CellStates = None
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self.screen_position: XYPair = self.calculate_screen_position(render_info)
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self.image: pygame.Surface = pygame.Surface(self.dimensions)
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self.image.fill(Colors.GRAY.value)
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self.rect = pygame.Rect(self.screen_position.x,
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self.screen_position.y,
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self.dimensions.x,
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self.dimensions.y)
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def set_state(self, state: CellStates):
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def set_state(self, state: CellStates) -> None:
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self.state = state
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self.image.fill(self.PALETTE_MAP[self.state])
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def set_crowding_number(self, n: int):
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def set_crowding_number(self, n: int) -> None:
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self.crowding_number = n
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def update_state(self):
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def update_state(self) -> None:
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if self.crowding_number < 2 or self.crowding_number >= 4:
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self.set_state(CellStates.DEAD)
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if self.crowding_number == 3:
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self.set_state(CellStates.ALIVE)
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def draw(self, screen):
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def draw(self, screen: pygame.Surface) -> None:
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screen.blit(self.image, self.rect)
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class Board:
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def __init__(self, dimensions: XYPair, evolution_time, render_info: Render_Info):
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screen_dimenions = render_info.screen_dimensions
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self.evolution_time = evolution_time
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self.clock = 0
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padding = render_info.padding
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def __init__(self, dimensions: XYPair, evolution_time, render_info: Render_Info) -> None:
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screen_dimenions: XYPair = render_info.screen_dimensions
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self.evolution_time: int = evolution_time
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self.clock: int = 0
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padding: XYPair = render_info.padding
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#calculate cell dimensions once instead of x*y times
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cell_dimensions = XYPair(screen_dimenions.x/dimensions.x - 2*padding.x,
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screen_dimenions.y/dimensions.y - 2*padding.y)
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self.dimensions = dimensions
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self.matrix = [[Cell(XYPair(x,y), cell_dimensions, render_info) for x in range(dimensions.x)] for y in range(dimensions.y)]
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self.dimensions: XYPair = dimensions
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self.matrix: List[List[Cell]] = [[Cell(XYPair(x,y), cell_dimensions, render_info) for x in range(dimensions.x)] for y in range(dimensions.y)]
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def normalize_submatrix_point(self, p: XYPair) -> XYPair:
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@@ -92,12 +93,12 @@ class Board:
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return XYPair(normalize(p.x, self.dimensions.x), normalize(p.y, self.dimensions.y))
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def get_submatrix(self, center: XYPair, extents: XYPair):
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def get_submatrix(self, center: XYPair, extents: XYPair) -> List[List[Cell]]:
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start_point = self.normalize_submatrix_point(XYPair(center.x - extents.x, center.y - extents.y))
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end_point = self.normalize_submatrix_point(XYPair(center.x + extents.x, center.y + extents.y))
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return [row[start_point.x:end_point.x+1] for row in self.matrix[start_point.y:end_point.y+1]]
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def calculate_crowding_number(self, center: XYPair, extents: XYPair):
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def calculate_crowding_number(self, center: XYPair, extents: XYPair) -> int:
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submatrix = self.get_submatrix(center, extents)
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#flattened_submatrix removes the center point because it does not contribute to the crowding number
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#if syntax is confusing, it just unrolls the 2d list and removes the cell in the center
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@@ -105,36 +106,36 @@ class Board:
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living_cells = map(lambda cell: cell.state == CellStates.ALIVE, flattened_submatrix)
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return sum(living_cells)
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def fill_crowding(self):
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def fill_crowding(self) -> None:
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for row in self.matrix:
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for cell in row:
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cell.set_crowding_number(
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self.calculate_crowding_number(cell.position, XYPair(1,1))
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)
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def evolve_state(self):
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def evolve_state(self) -> None:
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#calculate crowding numbers before updating any state, otherwise you'll be unhappy
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self.fill_crowding()
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for row in self.matrix:
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for cell in row:
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cell.update_state()
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def set_state(self, p: XYPair, state: CellStates):
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def set_state(self, p: XYPair, state: CellStates) -> None:
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self.matrix[p.y][p.x].set_state(state)
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def draw(self, screen):
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def draw(self, screen: pygame.Surface) -> None:
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for row in self.matrix:
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for cell in row:
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cell.draw(screen)
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def tick_clock(self, dt):
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def tick_clock(self, dt: int) -> None:
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self.clock += dt
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if self.clock >= self.evolution_time:
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self.evolve_state()
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self.clock = 0
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def handle_click(self, mouse_pos, render_info):
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def handle_click(self, mouse_pos, render_info: Render_Info) -> None:
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def pixel_to_index(x, w, p):
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return floor((x - p)/(w + 2*p))
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@@ -158,15 +159,15 @@ class Board:
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self.matrix[y][x].set_state(self.click_state)
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def reset_click(self):
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def reset_click(self) -> None:
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self.click_state = None
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def reset(self):
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def reset(self) -> None:
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for row in self.matrix:
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for cell in row:
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cell.set_state(CellStates.DEAD)
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def __repr__(self):
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def __repr__(self) -> None:
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lines = []
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str_buffer = ''
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lines.append('-'*(self.dimensions.x+2))
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