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# Generator for Absolute-movement Hexagonal Turmite rules
import golly
import random
from glife.EmulateHexagonal import *
from glife.WriteRuleTable import *
# AKT: Python 2.3 doesn't have "set" built-in
try:
set
except NameError:
from sets import Set as set
prefix = 'AbsoluteHexTurmite'
dirs = ['A','B','C','D','E','F']
opposite_dirs = [3,4,5,0,1,2]
# http://bytes.com/topic/python/answers/25176-list-subsets
get_subsets = lambda items: [[x for (pos,x) in zip(range(len(items)), items) if (2**pos) & switches] for switches in range(2**len(items))]
# Generate a random rule, while filtering out the dull ones.
# More to try:
# - if turmite can get stuck in period-2 cycles then rule is bad (or might it avoid them?)
example_spec = "{{{1, 'A', 0}, {0, 'B', 0}}}"
ns = 2
nc = 3
while True: # (we break out if ok)
example_spec = '{'
for state in range(ns):
if state > 0:
example_spec += ','
example_spec += '{'
for color in range(nc):
if color > 0:
example_spec += ','
new_color = random.randint(0,nc-1)
dir_to_turn = dirs[random.randint(0,len(dirs)-1)] # (we don't consider splitting and dying here)
new_state = random.randint(0,ns-1)
example_spec += '{' + str(new_color) + ",'" + dir_to_turn + "'," + str(new_state) + '}'
example_spec += '}'
example_spec += '}'
is_rule_acceptable = True
action_table = eval(example_spec.replace('}',']').replace('{','['))
# does Turmite change at least one color?
changes_one = False
for state in range(ns):
for color in range(nc):
if not action_table[state][color][0] == color:
changes_one = True
if not changes_one:
is_rule_acceptable = False
# does Turmite write every non-zero color?
colors_written = set([])
for state in range(ns):
for color in range(nc):
colors_written.add(action_table[state][color][0])
if not colors_written==set(range(1,nc)):
is_rule_acceptable = False
# does turmite get stuck in any subset of states?
for subset in get_subsets(range(ns)):
if len(subset)==0 or len(subset)==ns: # (just an optimisation)
continue
leaves_subset = False
for state in subset:
for color in range(nc):
if not action_table[state][color][2] in subset:
leaves_subset = True
if not leaves_subset:
is_rule_acceptable = False
break # (just an optimisation)
# so was the rule acceptable, in the end?
if is_rule_acceptable:
break
spec = golly.getstring(
'''This script will create an Absolute-movement HexTurmite CA for a given specification.
Enter a specification string: a curly-bracketed table of n_states rows
and n_colors columns, where each entry is a triple of integers.
The elements of each triple are:
a: the new color of the square
b: the direction(s) for the Turmite to move ('A', 'B', .. , 'F')
c: the new internal state of the Turmite
Example:
{{{1, 'A', 0}, {0, 'B', 0}}}
Has 1 state and 2 colors. The triple {1,'A',0} says:
1. set the color of the square to 1
2. move in direction 'A'
3. adopt state 0
Enter string:
''', example_spec, 'Enter AbsoluteHexTurmite specification:')
# convert the specification string into action_table[state][color]
# (convert Mathematica code to Python and run eval)
action_table = eval(spec.replace('}',']').replace('{','['))
n_states = len(action_table)
n_colors = len(action_table[0])
# (N.B. The terminology 'state' here refers to the internal state of the finite
# state machine that each Turmite is using, not the contents of each Golly
# cell. We use the term 'color' to denote the symbol on the 2D 'tape'. The
# actual 'Golly state' in this emulation of Turmites is given by the
# "encoding" section below.)
n_dirs = 6
# TODO: check table is full and valid
total_states = n_colors + n_colors*n_states
if total_states > 256:
golly.warn("Number of states required exceeds Golly's limit of 256.")
golly.exit()
# encoding:
# (0-n_colors: empty square)
def encode(c,s):
# turmite on color c in state s
return n_colors + n_states*c + s
# http://rightfootin.blogspot.com/2006/09/more-on-python-flatten.html
def flatten(l, ltypes=(list, tuple)):
ltype = type(l)
l = list(l)
i = 0
while i < len(l):
while isinstance(l[i], ltypes):
if not l[i]:
l.pop(i)
i -= 1
break
else:
l[i:i + 1] = l[i]
i += 1
return ltype(l)
# convert the string to a form we can embed in a filename
spec_string = '_'.join(map(str,flatten(action_table)))
# (ambiguous but we have to try something)
not_arriving_from_here = [range(n_colors) for i in range(n_dirs)] # (we're going to modify them)
for color in range(n_colors):
for state in range(n_states):
moveset = action_table[state][color][1]
for iMove,move in enumerate(dirs):
if not move in moveset: # didn't turn this way
not_arriving_from_here[opposite_dirs[iMove]] += [encode(color,state)]
# What states leave output_color behind?
leaving_color_behind = {}
for output_color in range(n_colors):
leaving_color_behind[output_color] = [output_color] # (no turmite present)
for state in range(n_states):
for color in range(n_colors):
if action_table[state][color][0]==output_color:
leaving_color_behind[output_color] += [encode(color,state)]
# we can't build the rule tree directly so we collect the transitions ready for emulation
transitions = []
# A single turmite is entering this square:
for s in range(n_states):
for dir in range(n_dirs):
# collect all the possibilities for a turmite to arrive in state s from direction dir
inputs = []
for state in range(n_states):
for color in range(n_colors):
if action_table[state][color][2]==s:
if dirs[opposite_dirs[dir]] in action_table[state][color][1]:
inputs += [encode(color,state)]
if len(inputs)>0:
for central_color in range(n_colors):
# output the required transition
### AKT: this code causes syntax error in Python 2.3:
### transition = [leaving_color_behind[central_color]] + \
### [ inputs if i==dir else not_arriving_from_here[i] for i in range(n_dirs) ] + \
### [ [encode(central_color,s)] ]
transition = [leaving_color_behind[central_color]]
for i in range(n_dirs):
if i==dir:
transition.append(inputs)
else:
transition.append(not_arriving_from_here[i])
transition += [ [encode(central_color,s)] ]
transitions += [transition]
# default: square is left with no turmite present
for output_color,inputs in leaving_color_behind.items():
transition = [inputs]+[range(total_states)]*n_dirs+[[output_color]]
transitions += [transition]
rule_name = prefix+'_'+spec_string
# To see the intermediate output as a rule table:
#WriteRuleTable('hexagonal',total_states,transitions,golly.getdir('rules')+rule_name+'_asTable.table')
HexagonalTransitionsToRuleTree('hexagonal',total_states,transitions,rule_name)
# -- make some icons --
palette=[[0,0,0],[0,155,67],[127,0,255],[128,128,128],[185,184,96],[0,100,255],[196,255,254],
[254,96,255],[126,125,21],[21,126,125],[255,116,116],[116,255,116],[116,116,255],
[228,227,0],[28,255,27],[255,27,28],[0,228,227],[227,0,228],[27,28,255],[59,59,59],
[234,195,176],[175,196,255],[171,194,68],[194,68,171],[68,171,194],[72,184,71],[184,71,72],
[71,72,184],[169,255,188],[252,179,63],[63,252,179],[179,63,252],[80,9,0],[0,80,9],[9,0,80],
[255,175,250],[199,134,213],[115,100,95],[188,163,0],[0,188,163],[163,0,188],[203,73,0],
[0,203,73],[73,0,203],[94,189,0],[189,0,94]]
width = 31*(total_states-1)
height = 53
pixels = [[(0,0,0) for x in range(width)] for y in range(height)]
huge = [[0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0],
[0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0],
[0,0,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,1,1,1,1,1,1,1,0,0,0,0,0,0,0],
[0,0,0,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,1,1,1,1,1,0,0,0,0,0,0,0],
[0,0,0,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,0,0,0],
[0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,0,0,0],
[0,0,0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0]]
big = [[0,0,0,1,1,0,0,0,0,0,0,0,0,0,0],
[0,0,1,1,1,1,1,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1,1,0,0,0,0],
[1,1,1,1,1,1,2,2,2,1,1,1,0,0,0],
[0,1,1,1,1,2,2,2,2,2,1,1,0,0,0],
[0,1,1,1,2,2,2,2,2,2,2,1,1,0,0],
[0,0,1,1,2,2,2,2,2,2,2,1,1,0,0],
[0,0,1,1,2,2,2,2,2,2,2,1,1,1,0],
[0,0,0,1,1,2,2,2,2,2,1,1,1,1,0],
[0,0,0,1,1,1,2,2,2,1,1,1,1,1,1],
[0,0,0,0,1,1,1,1,1,1,1,1,1,1,1],
[0,0,0,0,0,0,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,1,1,1,1,1,0,0],
[0,0,0,0,0,0,0,0,0,0,1,1,0,0,0]]
small = [[0,1,1,0,0,0,0],
[1,1,1,1,1,0,0],
[1,1,2,2,2,1,0],
[0,1,2,2,2,1,0],
[0,1,2,2,2,1,1],
[0,0,1,1,1,1,1],
[0,0,0,0,1,1,0]]
for color in range(n_colors):
bg = palette[color]
for row in range(31):
for column in range(31):
pixels[row][(color-1)*31+column] = [palette[0],bg,bg][huge[row][column]]
for row in range(15):
for column in range(15):
pixels[31+row][(color-1)*31+column] = [palette[0],bg,bg][big[row][column]]
for row in range(7):
for column in range(7):
pixels[46+row][(color-1)*31+column] = [palette[0],bg,bg][small[row][column]]
for state in range(n_states):
fg = palette[n_colors+state]
# draw the 31x31 icon
for row in range(31):
for column in range(31):
pixels[row][(encode(color,state)-1)*31+column] = [palette[0],bg,fg][huge[row][column]]
# draw the 15x15 icon
for row in range(15):
for column in range(15):
pixels[31+row][(encode(color,state)-1)*31+column] = [palette[0],bg,fg][big[row][column]]
# draw the 7x7 icon
for row in range(7):
for column in range(7):
pixels[46+row][(encode(color,state)-1)*31+column] = [palette[0],bg,fg][small[row][column]]
# use rule_name.tree and icon info to create rule_name.rule
ConvertTreeToRule(rule_name, total_states, pixels)
# -- select the new rule --
golly.new(rule_name+'-demo.rle')
golly.setalgo('RuleLoader')
golly.setrule(rule_name)
golly.setcell(0,0,encode(0,0)) # start with a single turmite
golly.show('Created '+rule_name+'.rule and selected that rule.')
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