Drop 2df on a one-dimensional board to determine starting state, and shepherd r@bbits into a h0le.
[+] positive charge[-] negative charge[#] blocking space[@] r@bbit[0] h0le
[z] any charge ( [+] or [-] ) (multiple [z] in an example will be like-charges)[s] opposite charge of [z] (conditional, always the inverse of what [z] is in any given example)[?] any space (empty or non-empty)Chart out a game board with 8 empty spaces [ ]:
[ ][ ][ ][ ][ ][ ][ ][ ]
Drop 2dF and mark [+], [-], or [#] in the spaces where they land
Prepend [0][@] to the board:
[0][@][ ][ ][ ][ ][ ][ ][ ][ ]
Postpend [0] to the board:
[0][@][ ][ ][ ][ ][ ][ ][ ][ ][0]
Evaluate each set of three [?] and record a new object [*] for the center space, on a new line, according to the formulas below, presented in this format:
Input [?][?][?]
Result [*]
(see Wolfram’s one-dimensional cellular automaton for more examples of this evaluation process)
All rule sets are symmetric such that [ ][ ][z] is evaluated in the same way as [z][ ][ ], or [?][z][0] is evaluated in the same way as [0][z][?].
Once per turn, you may do one of:
Change [ ] to [#]
Change [#] to [ ]
Change [+] to [-]
Change [-] to [+]
Score +1:
When [@] vanishes into rightmost [0]
Roll 4dF and spend up to one per turn:
Spend [+] to change [+] to [ ], or [-] to [+]
Spend [-] to change [-] to [ ], or [+] to [-]
Spend [ ] to change [#] to [ ], or [ ] to [#]
[z] grows one square in either direction
Input [z][ ][ ] input
Result [z]
[z] collides with [s] forming [#]
Input [z][s][?] input
or [z][ ][s]
Result [#]
[z] collides with [#] vanishing
Input [z][z][#]
or [ ][z][#]
Result [ ]
[z] collides with [0] vanishing
Input [?][z][0]
Result [ ]
[z] collides with [z] vanishing
Input [z][z][z]
or [z][z][ ]
or [z][ ][z]
Result [ ]
[z] does not persist
Input [ ][z][ ]
Result [ ]
[#] persists
Input [?][#][?]
Result [#]
[@] behaves as a charge
Input [@][ ][ ]
or [@][ ][#]
Result [@]
Input [@][ ][z]
or [@][z][ ]
or [@][z][#]
or [?][@][0]
Result [ ]
(with no interaction):
01.[0][@][ ][ ][-][ ][ ][+][ ][ ][0]
02.[0][ ][@][-][ ][-][+][ ][+][ ][0]
03.[0][@][ ][ ][ ][#][#][ ][ ][+][0]
04.[0][ ][@][ ][ ][#][#][ ][+][ ][0]
05.[0][@][ ][@][ ][#][#][+][ ][+][0]
06.[0][ ][ ][ ][@][#][#][ ][ ][ ][0]
07.[0][ ][ ][@][ ][#][#][ ][ ][ ][0]
08.[0][ ][@][ ][@][#][#][ ][ ][ ][0]
09.[0][@][ ][ ][ ][#][#][ ][ ][ ][0]
10.[0][ ][@][ ][ ][#][#][ ][ ][ ][0]
2dFCAL by Luke Miller is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.