tapestry 0.1.0

Generic 2D grid data structure and utilities.
Documentation
use rand::{
    distributions::{Distribution, Standard},
    Rng,
};

use tapestry::{coord::Coord, grid::Grid, patterns, rect::Rect};

fn main() {
    let mut life_board = LifeBoard::random((16, 16));

    for _i in 0..10 {
        println!("{}", life_board.grid);
        life_board.step();
    }
}

struct LifeBoard {
    grid: Grid<LifeState>,
}

impl LifeBoard {
    fn random<C: Into<Coord>>(dimensions: C) -> Self {
        Self {
            grid: Grid::with_generator(Rect::new(dimensions), |(_x, _y)| {
                rand::random::<LifeState>()
            }),
        }
    }

    fn step(&mut self) {
        let neighbor_counts = self
            .grid
            .iter()
            .map(|cell| self.live_neighbor_count(cell.0))
            // `collect` to release the borrow on `self`.
            .collect::<Vec<_>>();

        for (cell, neighbor_count) in self.grid.cell_iter_mut().zip(neighbor_counts) {
            *cell = LifeBoard::compute_state(*cell, neighbor_count)
        }
    }

    fn live_neighbor_count(&self, coord: Coord) -> usize {
        self.grid
            .selection_iter(patterns::neighborhood(coord))
            .filter(|r_cell| {
                if let Ok(cell) = r_cell {
                    *cell.1 == LifeState::Alive
                } else {
                    false
                }
            })
            .count()
    }

    fn compute_state(state: LifeState, neighbor_count: usize) -> LifeState {
        match state {
            LifeState::Alive => {
                if neighbor_count == 2 || neighbor_count == 3 {
                    LifeState::Alive
                } else {
                    LifeState::Dead
                }
            }
            LifeState::Dead => {
                if neighbor_count == 3 {
                    LifeState::Alive
                } else {
                    LifeState::Dead
                }
            }
        }
    }
}

#[derive(Copy, Clone, PartialEq, Eq, Debug)]
enum LifeState {
    Dead,
    Alive,
}

impl Default for LifeState {
    fn default() -> Self {
        LifeState::Dead
    }
}

impl From<LifeState> for char {
    fn from(ls: LifeState) -> char {
        match ls {
            LifeState::Alive => 'O',
            LifeState::Dead => '∙',
        }
    }
}

// Allows us to randomly generate LifeState values.
impl Distribution<LifeState> for Standard {
    fn sample<R: Rng + ?Sized>(&self, rng: &mut R) -> LifeState {
        match rng.gen_bool(0.3) {
            true => LifeState::Alive,
            false => LifeState::Dead,
        }
    }
}