write this for me to one file:

1. Setting Up the Project:
- Open Godot 4 and create a new project.
- Add a new 2D scene and save it (this will be the main scene for your automaton).

2. Creating the Script:
- Attach a new script to the main node of your 2D scene.
- Define the parameters of your cellular automaton such as the size of the grid and the rules for cell evolution.

3. Initialization:
- Initialize a two-dimensional array to represent the grid of cells. Each cell will have a state (for example, alive or dead).

   var grid_size = Vector2(50, 50) # Change to desired grid size
   var cell_size = 10 # Change to the size of each cell in pixels
   var grid = []

   func _ready():
       initialize_grid()
       update_grid()
   
   func initialize_grid():
       grid = []
       for y in range(grid_size.y):
           var row = []
           for x in range(grid_size.x):
               row.append(randi() % 2) # Randomly set initial state to 0 or 1
           grid.append(row)
           
   func update_grid():
       var new_grid = []

       # Apply rules and update new grid…
       # This is where you’ll implement the logic based on cellular automata rules

       grid = new_grid
       draw_grid()


4. Drawing the Grid:
   - Use a draw function or a TileMap to visualize the grid.

   func draw_grid():
       # Clear any previous drawing
       update()

   func _draw():
       for y in range(grid_size.y):
           for x in range(grid_size.x):
               var color = grid[y][x] == 1 ? Color(1, 1, 1) : Color(0, 0, 0)
               draw_rect(Rect2(Vector2(x, y) * cell_size, Vector2(cell_size, cell_size)), color)


5. Implementing the Rules:
   - In the update_grid function, implement the automaton’s rule. For example, you might use Conway’s Game of Life rules.

   func get_cell(x, y):
       if x < 0 or x >= grid_size.x or y < 0 or y >= grid_size.y:
           return 0
       return grid[y][x]

   func count_neighbors(x, y):
       var count = 0
       for i in range(-1, 2):
           for j in range(-1, 2):
               if i == 0 and j == 0:
                   continue
               count += get_cell(x + i, y + j)
       return count

   func update_grid():
       # Copy the grid to avoid modifying it while reading
       var new_grid = []
       for y in range(grid_size.y):
           new_grid.append(grid[y].duplicate())
       
       for y in range(grid_size.y):
           for x in range(grid_size.x):
               var neighbors = count_neighbors(x, y)
               # Implement Conway’s Game of Life rules or similar
               if grid[y][x] == 1 and (neighbors < 2 or neighbors > 3):
                   new_grid[y][x] = 0 # Cell dies
               elif grid[y][x] == 0 and neighbors == 3:
                   new_grid[y][x] = 1 # Cell becomes alive
       grid = new_grid
       draw_grid()


6. Adding Interactivity:
   - To make the automaton evolve, use a timer or the _process function to periodically call the update_grid method.

   var update_rate = 0.5 # Seconds

   func _ready():
       # Rest of the initialization code…

       var timer = Timer.new()
       timer.set_wait_time(update_rate)
       timer.set_one_shot(false)
       timer.connect(“timeout”, self, “update_grid”)
       add_child(timer)
       timer.start()


7. Testing:
   - Run the scene and observe the behavior of the cellular automaton.

Keep in mind that this is a simple example and you may want to expand on it. You can create more complex rules, optimize the rendering by using a TileMap, or even use shaders for drawing.

Remember to adjust grid_size, cell_