local function prequire(name) local success, result = pcall(require, name); return if success then result else nil end
local bench = script and require(script.Parent.bench_support) or prequire("bench_support") or require("../bench_support")

function test()

  -- life.lua
  -- original by Dave Bollinger <DBollinger@compuserve.com> posted to lua-l
  -- modified to use ANSI terminal escape sequences
  -- modified to use for instead of while

  -- local write=io.write

  ALIVE="O"	DEAD="-"

  --function delay() -- NOTE: SYSTEM-DEPENDENT, adjust as necessary
  --  for i=1,10000 do end
    -- local i=os.clock()+1 while(os.clock()<i) do end
  --end

  function ARRAY2D(w,h)
    local t = {w=w,h=h}
    for y=1,h do
      t[y] = {}
      for x=1,w do
        t[y][x]=0
      end
    end
    return t
  end

  _CELLS = {}

  -- give birth to a "shape" within the cell array
  function _CELLS:spawn(shape,left,top)
    for y=0,shape.h-1 do
      for x=0,shape.w-1 do
        self[top+y][left+x] = shape[y*shape.w+x+1]
      end
    end
  end

  -- run the CA and produce the next generation
  function _CELLS:evolve(next)
    local ym1,y,yp1,yi=self.h-1,self.h,1,self.h
    while yi > 0 do
      local xm1,x,xp1,xi=self.w-1,self.w,1,self.w
      while xi > 0 do
        local sum = self[ym1][xm1] + self[ym1][x] + self[ym1][xp1] +
                    self[y][xm1] + self[y][xp1] +
                    self[yp1][xm1] + self[yp1][x] + self[yp1][xp1]
        next[y][x] = ((sum==2) and self[y][x]) or ((sum==3) and 1) or 0
        xm1,x,xp1,xi = x,xp1,xp1+1,xi-1
      end
      ym1,y,yp1,yi = y,yp1,yp1+1,yi-1
    end
  end

  -- output the array to screen
  --function _CELLS:draw()
  --  local out="" -- accumulate to reduce flicker
  --  for y=1,self.h do
  --   for x=1,self.w do
  --      out=out..(((self[y][x]>0) and ALIVE) or DEAD)
  --    end
  --    out=out.."\n"
  --  end
  --  write(out)
  --end

  -- constructor
  function CELLS(w,h)
    local c = ARRAY2D(w,h)
    c.spawn = _CELLS.spawn
    c.evolve = _CELLS.evolve
    c.draw = _CELLS.draw
    return c
  end

  --
  -- shapes suitable for use with spawn() above
  --
  HEART = { 1,0,1,1,0,1,1,1,1; w=3,h=3 }
  GLIDER = { 0,0,1,1,0,1,0,1,1; w=3,h=3 }
  EXPLODE = { 0,1,0,1,1,1,1,0,1,0,1,0; w=3,h=4 }
  FISH = { 0,1,1,1,1,1,0,0,0,1,0,0,0,0,1,1,0,0,1,0; w=5,h=4 }
  BUTTERFLY = { 1,0,0,0,1,0,1,1,1,0,1,0,0,0,1,1,0,1,0,1,1,0,0,0,1; w=5,h=5 }

  -- the main routine
  function LIFE(w,h)
    -- create two arrays
    local thisgen = CELLS(w,h)
    local nextgen = CELLS(w,h)

    -- create some life
    -- about 1000 generations of fun, then a glider steady-state
    thisgen:spawn(GLIDER,5,4)
    thisgen:spawn(EXPLODE,25,10)
    thisgen:spawn(FISH,4,12)

    -- run until break
    local gen=1
  --  write("\027[2J")	-- ANSI clear screen
    while 1 do
      thisgen:evolve(nextgen)
      thisgen,nextgen = nextgen,thisgen
      --write("\027[H")	-- ANSI home cursor
      --thisgen:draw()
    --write("Life - generation ",gen,"\n")
      gen=gen+1
      if gen>1000 then break end
      --delay()		-- no delay
    end
  end


  local ts0 = os.clock()
  LIFE(40,20)
  local ts1 = os.clock()

  return ts1 - ts0
end

bench.runCode(test, "life")