Scripts connected to stable circuits and LifeHistory(E)

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Hippo.69
Posts: 271
Joined: July 14th, 2020, 7:35 pm

Scripts connected to stable circuits and LifeHistory(E)

Post by Hippo.69 » July 14th, 2020, 9:11 pm

This is rather trivial extension of LifeHistory usefull for Stable circuits, but could be usefull.

I have not found where to put the LifeHistoryE rules, so I put it here as well.

Code: Select all

@RULE LifeHistoryE

A variant of HistoricalLife with two extra ON states
and three extra OFF states, for annotation purposes for stable circuits:

state 0:  OFF
state 1:  ON
state 2:  history/envelope (state=2 if cell was ever ON)
state 3:  mark1 ON (may change to OFF but will always remain marked)
state 4:  mark1 OFF (may change to ON but will always remain marked)
state 5:  mark2(stable) ON (becomes a stable OFF cell when it dies)
state 6:  mark2(stable) OFF (may change to stable ON)
state 7:  boundary ON  (can never turn on shuts neighbouring cels off) -- keeps subpatterns in a stamp collection from interfering with each other
state 8:  boundary OFF (can never turn on shuts neighbouring cels off) -- keeps subpatterns in a stamp collection from interfering with each other

@TABLE

n_states:9
neighborhood:Moore
symmetries:rotate8

# unmarked
var a={0,1,2}
# mark1ed
var b={3,4}
# mark2ed
var c={5,6}
#boundary states
var d={7,8}
#any states
var e={0,1,2,3,4,5,6,7,8}
var f={e}
var g={e}
var h={e}
var i={e}
var j={e}
var k={e}
var l={e}
# nonboundary alive
var M={1,3,5}
var N={M}
var O={M}
# nonboundary dead
var p={0,2,4,6}
var q={p}
var r={p}
var s={p}
var t={p}
var u={p}

# boundary cell always stays unchanged (no rule for them)
# d,e,f,g,h,i,j,k,l,d

# anything touching a boundary cell dies (to corresponding death state ... no alive rule in that case)
#1,d,e,f,g,h,i,j,k,2
#3,d,e,f,g,h,i,j,k,4
#5,d,e,f,g,h,i,j,k,6

# unmarked 3-neighbour case
a,M,N,O,p,q,r,s,t,1
a,M,N,p,O,q,r,s,t,1
a,M,N,p,q,O,r,s,t,1
a,M,N,p,q,r,O,s,t,1
a,M,N,p,q,r,s,O,t,1
a,M,p,N,q,O,r,s,t,1
a,M,p,N,q,r,O,s,t,1

# mark1ed 3-neighbour case
b,M,N,O,p,q,r,s,t,3
b,M,N,p,O,q,r,s,t,3
b,M,N,p,q,O,r,s,t,3
b,M,N,p,q,r,O,s,t,3
b,M,N,p,q,r,s,O,t,3
b,M,p,N,q,O,r,s,t,3
b,M,p,N,q,r,O,s,t,3

# mark2ed 3-neighbour case
c,M,N,O,p,q,r,s,t,5
c,M,N,p,O,q,r,s,t,5
c,M,N,p,q,O,r,s,t,5
c,M,N,p,q,r,O,s,t,5
c,M,N,p,q,r,s,O,t,5
c,M,p,N,q,O,r,s,t,5
c,M,p,N,q,r,O,s,t,5

# 2-neighbour survival
M,N,O,p,q,r,s,t,u,M
M,N,p,O,q,r,s,t,u,M
M,N,p,q,O,r,s,t,u,M
M,N,p,q,r,O,s,t,u,M

# otherwise dead remain unchanged and alive nonboundary change to corresponding dead
1,e,f,g,h,i,j,k,l,2
3,e,f,g,h,i,j,k,l,4
5,e,f,g,h,i,j,k,l,6

@COLORS

1  255  255  255
2    0    0   96
3    0  255    0
4  255    0    0
5  255  255    0
6  128  128    0 
7  196  196  196
8   32   32   32

@ICONS

XPM
/* width height num_colors chars_per_pixel */
"31 186 5 1"
/* colors */
". c #000000"
"B c #404040"
"C c #808080"
"D c #C0C0C0"
"E c #FFFFFF"
/* icon for state 1 */
"..............................."
"..............................."
"..........BCDEEEEEDCB.........."
".........CEEEEEEEEEEEC........."
".......BEEEEEEEEEEEEEEEB......."
"......DEEEEEEEEEEEEEEEEED......"
".....DEEEEEEEEEEEEEEEEEEED....."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
".....DEEEEEEEEEEEEEEEEEEED....."
"......DEEEEEEEEEEEEEEEEED......"
".......BEEEEEEEEEEEEEEEB......."
".........CEEEEEEEEEEEC........."
"..........BCDEEEEEDCB.........."
"..............................."
"..............................."
/* icon for state 2 */
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
/* icon for state 3 */
"..............................."
"..............................."
"..........BCDEEEEEDCB.........."
".........CEEEEEEEEEEEC........."
".......BEEEEEEEEEEEEEEEB......."
"......DEEEEEEEEEEEEEEEEED......"
".....DEEEEEEEEEEEEEEEEEEED....."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
".....DEEEEEEEEEEEEEEEEEEED....."
"......DEEEEEEEEEEEEEEEEED......"
".......BEEEEEEEEEEEEEEEB......."
".........CEEEEEEEEEEEC........."
"..........BCDEEEEEDCB.........."
"..............................."
"..............................."
/* icon for state 4 */
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
/* icon for state 5 */
"..............................."
"..............................."
"..........BCDEEEEEDCB.........."
".........CEEEEEEEEEEEC........."
".......BEEEEEEEEEEEEEEEB......."
"......DEEEEEEEEEEEEEEEEED......"
".....DEEEEEEEEEEEEEEEEEEED....."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
".....DEEEEEEEEEEEEEEEEEEED....."
"......DEEEEEEEEEEEEEEEEED......"
".......BEEEEEEEEEEEEEEEB......."
".........CEEEEEEEEEEEC........."
"..........BCDEEEEEDCB.........."
"..............................."
"..............................."
/* icon for state 6 */
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
/* icon for state 7 */
"..............................."
"..............................."
"..........BCDEEEEEDCB.........."
".........CEEEEEEEEEEEC........."
".......BEEEEEEEEEEEEEEEB......."
"......DEEEEEEEEEEEEEEEEED......"
".....DEEEEEEEEEEEEEEEEEEED....."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
".....DEEEEEEEEEEEEEEEEEEED....."
"......DEEEEEEEEEEEEEEEEED......"
".......BEEEEEEEEEEEEEEEB......."
".........CEEEEEEEEEEEC........."
"..........BCDEEEEEDCB.........."
"..............................."
"..............................."
/* icon for state 8 */
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."

XPM
/* width height num_colors chars_per_pixel */
"15 90 5 1"
/* colors */
". c #000000"
"B c #404040"
"C c #808080"
"D c #C0C0C0"
"E c #FFFFFF"
/* icon for state 1 */
"..............."
"....BDEEEDB...."
"...DEEEEEEED..."
"..DEEEEEEEEED.."
".BEEEEEEEEEEEB."
".DEEEEEEEEEEED."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".DEEEEEEEEEEED."
".BEEEEEEEEEEEB."
"..DEEEEEEEEED.."
"...DEEEEEEED..."
"....BDEEEDB...."
"..............."
/* icon for state 2 */
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
/* icon for state 3 */
"..............."
"....BDEEEDB...."
"...DEEEEEEED..."
"..DEEEEEEEEED.."
".BEEEEEEEEEEEB."
".DEEEEEEEEEEED."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".DEEEEEEEEEEED."
".BEEEEEEEEEEEB."
"..DEEEEEEEEED.."
"...DEEEEEEED..."
"....BDEEEDB...."
"..............."
/* icon for state 4 */
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
/* icon for state 5 */
"..............."
"....BDEEEDB...."
"...DEEEEEEED..."
"..DEEEEEEEEED.."
".BEEEEEEEEEEEB."
".DEEEEEEEEEEED."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".DEEEEEEEEEEED."
".BEEEEEEEEEEEB."
"..DEEEEEEEEED.."
"...DEEEEEEED..."
"....BDEEEDB...."
"..............."
/* icon for state 6 */
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
/* icon for state 7 */
"..............."
"....BDEEEDB...."
"...DEEEEEEED..."
"..DEEEEEEEEED.."
".BEEEEEEEEEEEB."
".DEEEEEEEEEEED."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".DEEEEEEEEEEED."
".BEEEEEEEEEEEB."
"..DEEEEEEEEED.."
"...DEEEEEEED..."
"....BDEEEDB...."
"..............."
/* icon for state 8 */
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"

XPM
/* width height num_colors chars_per_pixel */
"7 42 6 1"
/* colors */
". c #000000"
"B c #404040"
"C c #808080"
"D c #C0C0C0"
"E c #FFFFFF"
"F c #E0E0E0"
/* icon for state 1 */
".BFEFB."
"BEEEEEB"
"FEEEEEF"
"EEEEEEE"
"FEEEEEF"
"BEEEEEB"
".BFEFB."
/* icon for state 2 */
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
/* icon for state 3 */
".BFEFB."
"BEEEEEB"
"FEEEEEF"
"EEEEEEE"
"FEEEEEF"
"BEEEEEB"
".BFEFB."
/* icon for state 4 */
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
/* icon for state 5 */
".BFEFB."
"BEEEEEB"
"FEEEEEF"
"EEEEEEE"
"FEEEEEF"
"BEEEEEB"
".BFEFB."
/* icon for state 6 */
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
/* icon for state 7 */
".BFEFB."
"BEEEEEB"
"FEEEEEF"
"EEEEEEE"
"FEEEEEF"
"BEEEEEB"
".BFEFB."
/* icon for state 8 */
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
Convertor to LifeHistoryE making all nonmarked initial on cells marked as stable.

Code: Select all

-- Life(History) to LifeHistoryE converter, intended to be mapped to keyboard shortcut, e.g., Alt+E
-- used for presenting stable circuits
local g = golly()

local rule = g.getrule()
-- No effect if already in LifeHistoryE rule
if g.getrule()=="LifeHistoryE" then g.exit() end

if string.sub(g.getrule(),1,11)~="LifeHistory" then g.setrule("LifeHistory") end

ruletext = [[@RULE ToLifeHistoryE
@TABLE
n_states:9
neighborhood:oneDimensional
symmetries:none
var a={0,1,2,3,4,5,6,7,8}
var b={a}
#marking unmarked initial on states as stable
1,a,b,5]]
   
local function CreateRule()
    local fname = g.getdir("rules").."ToLifeHistoryE.rule"
    local f=io.open(fname,"r")
    if f~=nil then
        io.close(f)  -- rule already exists
    else 
        local f = io.open(fname, "w")
        if f then
            f:write(ruletext)
            f:close()
        else
            g.warn("Can't save ToLifeHistoryE rule in filename:\n"..filename)
        end
    end
end
      
CreateRule()
g.setrule("ToLifeHistoryE")
g.run(1)
step = g.getstep()
g.setrule("LifeHistoryE")
g.setstep(step)
g.setgen("-1")
Convertor back to the Life.

Code: Select all

-- Fast LifeHistory(E) to Life converter by Michael Simkin (just few states extension from LifeHistory to LifeHistoryE by Hippo.69),
--   intended to be mapped to a keyboard shortcut, e.g., Alt+J
-- Sanity checks and Lua translation by Dave Greene, May 2017
-- Creates special rule and runs it for one generation, then switches to Life 
-- Replace 2k + 1-> 1 and 2k -> 0
-- Preserves step and generation count

local g = golly()

local rule = g.getrule()
-- No effect if already in B3/S23 rule
if g.getrule()=="B3/S23" or string.sub(g.getrule(),1,7)=="B3/S23:" then g.exit() end

-- If not in LifeHistory, assume that it's a similar rule with even-numbered OFF states
-- (Edit > Undo will be available to return to the original rule if needed)
if string.sub(g.getrule(),1,11)~="LifeHistory" then g.setrule("LifeHistory") end

ruletext = [[@RULE LifeHistory(E)ToLife
@TABLE
n_states:9
neighborhood:oneDimensional
symmetries:none
var a={0,1,2,3,4,5,6,7,8}
var b={a}
var c={2,4,6,8}
var d={3,5,7}
c,a,b,0
d,a,b,1]]
   
local function CreateRule()
    local fname = g.getdir("rules").."LifeHistoryEToLife.rule"
    local f=io.open(fname,"r")
    if f~=nil then
        io.close(f)  -- rule already exists
    else 
        local f = io.open(fname, "w")
        if f then
            f:write(ruletext)
            f:close()
        else
            g.warn("Can't save LifeHistoryEToLife rule in filename:\n"..filename)
        end
    end
end
      
CreateRule()
g.setrule("LifeHistoryEToLife")
g.run(1)
step = g.getstep()
g.setrule("Life")
g.setalgo("HashLife")
g.setstep(step)
g.setgen("-1")
I have also "hacked" init.lua adding

Code: Select all

    p.state = function (s)
       state = state or 1
       local newp = m.pattern()
       newp.array = g.join(p.array,{0})
       local len = #newp.array
       for i = 1,len,3 do
          if newp.array[i+2] ~= 0 then
            newp.array[i+2] = s
          end
       end
       return newp
    end
That allows constructions like

Code: Select all

 (gpo.hc64.state(5)+gpo.herschel.state(3)+gpo.herschel_ghost.t(gpo.hc64.transform).state(4))
(and herschel could be used instead of hershel_ghost).

User avatar
dvgrn
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Posts: 10610
Joined: May 17th, 2009, 11:00 pm
Location: Madison, WI
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Re: Scripts connected to stable circuits and LifeHistory(E)

Post by dvgrn » July 19th, 2020, 10:35 pm

Hippo.69 wrote:
July 14th, 2020, 9:11 pm
This is rather trivial extension of LifeHistory [useful] for Stable circuits, but could be [useful].
If you want LifeViewer to be able to run LifeHistoryE patterns, add the rule to an article on the LifeWiki in the Rule namespace -- i.e., create an article called Rule:LifeHistoryE with the complete rule text.

Have you looked at LifeSuper, though? Could the functionality for states 5 and 6 be duplicated by using LifeSuper states 7 and 8, or maybe 9 and 10? Without a sample pattern showing the intended use of LifeHistoryE, it's hard to know exactly what the purpose is of moving states around.

The descriptions for states 7 and 8 are identical, and both states seem to do pretty much what LifeHistory state 6 does, so in a rule that's called LifeHistory{something} it seems a bit confusing to change the old state-6 behavior.

States 5 and 6 in LifeHistory were admittedly not very well thought out -- there should really be a second marked OFF state to go with state 5, just as you've done with LifeHistoryE. Back when LifeHistory was invented, it seemed like it would be less confusing to have as few states as possible.

TL;DR: LifeSuper is completely backward compatible with LifeHistory, but might add some of the extra functionality you want. There's some hope that LifeViewer will some day natively support a "Super" version of all isotropic two-state rules, in the same way that it supports "History" versions of all of them. So if we can get along with LifeSuper states, without adding another new LifeHistoryE rule that does basically the same thing as LifeSuper, that might be better... or at least less confusing.

User avatar
Hippo.69
Posts: 271
Joined: July 14th, 2020, 7:35 pm

Re: Scripts connected to stable circuits and LifeHistory(E)

Post by Hippo.69 » August 20th, 2020, 3:28 pm

Wow, the LifeSuper is definitely interesting. My toughts were on colors fixed on place, while LifeSuper allows colors for moving objects.
I will look at LifeSuper if it fullfills my needs for stable circuits ...

I have actually moved on version with more on/off pairs for fixed position. This is why I don't like boundary color somewhere in middle ... but you have shown me, there are always new ideas so ... probably it's better for me to stay with what is commonly used.

To your comments, yes 7,8 have the same behaviour, but they are intended for different conversion to life ... even is dead, odd is alive.
And yes state 5 without matching off state was the reason to think about other rule set.

I have spent a lot of corona time with Conway Life, I have finished version of 24 hour display clock (but the pattern is too big to be posted here) and now I will do some normal Life stuff ... .

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dvgrn
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Posts: 10610
Joined: May 17th, 2009, 11:00 pm
Location: Madison, WI
Contact:

Re: Scripts connected to stable circuits and LifeHistory(E)

Post by dvgrn » August 20th, 2020, 4:19 pm

Hippo.69 wrote:
August 20th, 2020, 3:28 pm
... I have finished version of 24 hour display clock (but the pattern is too big to be posted here) and now I will do some normal Life stuff ... .
Try a ZIP file attachment -- very few patterns are too big in that format. There's an "Attachments" tab below the message editor window.

User avatar
Hippo.69
Posts: 271
Joined: July 14th, 2020, 7:35 pm

Re: Scripts connected to stable circuits and LifeHistory(E)

Post by Hippo.69 » December 11th, 2022, 10:40 pm

dvgrn wrote:
August 20th, 2020, 4:19 pm
Hippo.69 wrote:
August 20th, 2020, 3:28 pm
... I have finished version of 24 hour display clock (but the pattern is too big to be posted here) and now I will do some normal Life stuff ... .
Try a ZIP file attachment -- very few patterns are too big in that format. There's an "Attachments" tab below the message editor window.
Oh OK, here you are :), ... I have looked for replacing dynamic logic for 20-23 hr by rebuildable one time reflectors ... and now I am working on construction arms instead ...
Attachments
clock24h_18_55BB.rle.gz
(67.18 KiB) Downloaded 19 times

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