Here's the rule:
Code: Select all
@RULE FreeDrift
May 29 2016
Objects can move freely and randomly, resembling Brownian-like motion.
Photons would pull objects away from its direction.
The number of objects are conserved in this rule.
States:
1 barrier
2 photon tail
3 photon head
4 still object
5 pulled object
@TABLE
n_states:6
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {00,02,03,04,05} #all
var r1 = {00,02} #states that allow photon to regenerate(old)
var P1 = {00,04} #non-photon related state
#extended
var a2 = {a1}
var a3 = {a1}
var a4 = {a1}
var a5 = {a1}
var a6 = {a1}
var a7 = {a1}
var a8 = {a1}
var r2 = {r1}
var r3 = {r1}
var r4 = {r1}
var r5 = {r1}
var r6 = {r1}
var r7 = {r1}
var r8 = {r1}
var P2 = {P1}
var P3 = {P1}
var P4 = {P1}
var P5 = {P1}
var P6 = {P1}
var P7 = {P1}
#charged pulled object (how the object will move)
04,03,P1,P2,P3,P4,P5,P6,P7,05
02,a1,a2,a3,a4,05,a5,a6,a7,05
05,02,a1,a2,a3,a4,a5,a6,a7,03
05,a1,a2,a3,a4,a5,a6,a7,a8,04
#photon generator (how new photons are created)
#02,r1,r2,r3,r4,r5,r6,r7,r8,03 (old)
02,00,00,00,00,00,00,00,00,03
#photon movement (how photons will move)
00,03,P1,P2,P3,P4,P5,P6,P7,03
03,a1,a2,a3,a4,a5,a6,a7,a8,02
02,a1,a2,a3,a4,a5,a6,a7,a8,00
@COLORS
1 250 250 000
2 000 000 000
3 025 025 025
4 250 000 000
5 225 000 000
Code: Select all
@RULE FreeDrift_bind
May 29 2016
Objects can move freely and randomly, resembling Brownian-like motion.
Photons would pull objects away from its direction except when it would sever a connection.
The number of objects are conserved in this rule.
States:
1 barrier
2 photon tail
3 photon head
4 still object
5 still charged head object
6 still charged tail object
7 pulled object
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {00,02,03,04,05,06,07} #all
var r1 = {00,02} #states that allow photon to regenerate (old)
var h1 = {03,05} #head
var P1 = {00,04} #not photon related state
var a2 = {a1}
var a3 = {a1}
var a4 = {a1}
var a5 = {a1}
var a6 = {a1}
var a7 = {a1}
var a8 = {a1}
var r2 = {r1}
var r3 = {r1}
var r4 = {r1}
var r5 = {r1}
var r6 = {r1}
var r7 = {r1}
var r8 = {r1}
var P2 = {P1}
var P3 = {P1}
var P4 = {P1}
var P5 = {P1}
var P6 = {P1}
var P7 = {P1}
#charged still object (when the object should not move)
04,03,P1,00,04,P2,P3,P4,P5,05
04,03,P1,00,P2,04,P3,00,P4,05
04,05,P1,P2,P3,P4,P5,P6,P7,05
05,a1,a2,a3,a4,a5,a6,a7,a8,06
06,a1,a2,a3,a4,a5,a6,a7,a8,04
#charged pulled object (when the object should move)
04,03,P1,P2,P3,P4,P5,P6,P7,07
02,a1,a2,a3,a4,07,a5,a6,a7,07
07,02,a1,a2,a3,a4,a5,a6,a7,03
07,a1,a2,a3,a4,a5,a6,a7,a8,04
#photon generator (how new photons are created)
#02,r1,r2,r3,r4,r5,r6,r7,r8,03 (old)
02,00,00,00,00,00,00,00,00,03
#photon movement (how photons will move)
00,h1,P1,P2,P3,P4,P5,P6,P7,03
03,a1,a2,a3,a4,a5,a6,a7,a8,02
02,a1,a2,a3,a4,a5,a6,a7,a8,00
@COLORS
1 250 250 000
2 000 000 000
3 025 025 025
4 250 000 000
5 225 000 000
6 200 000 000
7 175 000 000
Code: Select all
x = 100, y = 100, rule = FreeDrift
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A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$100A!
Code: Select all
x = 100, y = 100, rule = FreeDrift
100A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.
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98.A$A48.E49.A$A98.A$A98.A$A52.D.B43.A$A43.B.E52.A$A98.A$A98.A$A49.E
48.A$A98.A$A49.B48.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$
A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A
98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.A$A98.
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98.A$100A!
Edit2: Replaced the photon generator(reverted)