Test if an expression is placeable in an existing board
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@@ -1,9 +1,42 @@
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use crate::board::Board;
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use crate::expr::is_valid_guess_of_tokens;
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use crate::game::Hand;
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use crate::lexer::{lexer_reuse, Token};
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use crate::position::{Direction, Grid2d};
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use crate::tile::{Digit, Operator, Tile};
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use itertools::Itertools;
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/// Configuration for the combination generator.
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#[derive(Debug, Clone)]
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pub struct CombinationConfig {
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/// The minimum number of digits to use in the expression.
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min_digits: usize,
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/// The maximum number of digits to use in the expression.
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max_digits: Option<usize>,
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}
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impl Default for CombinationConfig {
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fn default() -> Self {
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CombinationConfig {
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min_digits: 2,
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max_digits: None,
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}
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}
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}
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/// Context for the combination generator.
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///
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/// To limit the number of combinations generated, the generator can be configured
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/// to only generate combinations that are valid in the current context.
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pub trait GenerationContext {
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/// The tiles that are available to the player.
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fn tiles(&self) -> &Hand;
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/// Verify that a move is playable, i.e. that the expression can be placed on the board.
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fn is_playable(&self, tile: &[Tile]) -> bool;
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}
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fn merge_expression(
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numbers: &[&Digit],
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operators: &[&Operator],
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@@ -21,7 +54,21 @@ fn merge_expression(
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}
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}
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pub fn generate_valid_combinations(hand: &Hand) -> Vec<Vec<Tile>> {
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/// Generate all possible valid combinations of tiles in a hand.
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///
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/// To further limit the number of combinations generated, configuration options
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/// can directly be passed to the [`generate_valid_combinations`] function.
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pub fn generate_valid_all_combinations(hand: &Hand) -> Vec<Vec<Tile>> {
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generate_valid_combinations(
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CombinationConfig::default(),
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SimpleGenerationContext::new(hand),
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)
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}
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pub fn generate_valid_combinations(
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config: CombinationConfig,
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context: impl GenerationContext,
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) -> Vec<Vec<Tile>> {
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let mut combinations = Vec::new();
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// Separate numbers and operators
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@@ -38,8 +85,14 @@ pub fn generate_valid_combinations(hand: &Hand) -> Vec<Vec<Tile>> {
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let mut trial: Vec<Tile> = Vec::with_capacity(numbers.len() + operators.len() + 1);
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let mut tokens: Vec<Token> = Vec::with_capacity(numbers.len() + operators.len() + 1);
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let digits_range = {
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let min_digits = config.min_digits;
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let max_digits = config.max_digits.unwrap_or(numbers.len());
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min_digits..=max_digits
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};
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// Generate all possible permutations, with an increasing number of tiles
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for nb_digits in 2..=numbers.len() {
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for nb_digits in digits_range {
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for digits in numbers.iter().permutations(nb_digits) {
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// Then try to place the equals sign at each possible position
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// Since equality is commutative, we only need to try half of the positions
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@@ -48,7 +101,7 @@ pub fn generate_valid_combinations(hand: &Hand) -> Vec<Vec<Tile>> {
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for operators in operators.iter().permutations(nb_operators) {
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merge_expression(&digits, &operators, equals_idx, &mut trial);
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lexer_reuse(&trial, &mut tokens);
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if is_valid_guess_of_tokens(&tokens) {
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if is_valid_guess_of_tokens(&tokens) && context.is_playable(&trial) {
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combinations.push(trial.clone());
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}
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trial.clear();
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@@ -61,6 +114,58 @@ pub fn generate_valid_combinations(hand: &Hand) -> Vec<Vec<Tile>> {
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combinations
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}
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/// A convenient implementation of [`GenerationContext`] that can be used when
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/// the playability is not relevant.
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struct SimpleGenerationContext<'a> {
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tiles: &'a Hand,
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}
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impl<'a> SimpleGenerationContext<'a> {
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fn new(tiles: &'a Hand) -> Self {
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SimpleGenerationContext { tiles }
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}
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}
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impl<'a> GenerationContext for SimpleGenerationContext<'a> {
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fn tiles(&self) -> &Hand {
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self.tiles
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}
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fn is_playable(&self, _tile: &[Tile]) -> bool {
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true
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}
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}
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/// A [`GenerationContext`] that can be used to check if a move is playable on
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/// a board.
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pub struct BoardGenerationContext<'a> {
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tiles: &'a Hand,
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board: &'a Board,
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}
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impl<'a> BoardGenerationContext<'a> {
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fn new(tiles: &'a Hand, board: &'a Board) -> Self {
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BoardGenerationContext { tiles, board }
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}
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}
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impl<'a> GenerationContext for BoardGenerationContext<'a> {
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fn tiles(&self) -> &Hand {
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self.tiles
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}
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fn is_playable(&self, tile: &[Tile]) -> bool {
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for pos in self.board.row_iter() {
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for &direction in &[Direction::Down, Direction::Right] {
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if self.board.is_playable(tile, pos, direction) {
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return true;
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}
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}
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}
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false
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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@@ -75,7 +180,34 @@ mod tests {
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Tile::Operator(Operator::Add),
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Tile::Operator(Operator::Subtract),
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]);
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let combinations = generate_valid_combinations(&hand);
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let combinations = generate_valid_all_combinations(&hand);
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assert_eq!(combinations.len(), 4);
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}
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#[test]
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fn generate_combinations_with_board() {
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let hand = Hand::new(vec![
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Tile::Digit(Digit::new(-5)),
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Tile::Digit(Digit::new(-5)),
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Tile::Digit(Digit::new(1)),
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Tile::Digit(Digit::new(-6)),
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Tile::Operator(Operator::Add),
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]);
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let board = Board::new(3, 3);
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board.set_tile(1, 0, Tile::Digit(Digit::new(9)));
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board.set_tile(1, 1, Tile::Equals);
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board.set_tile(1, 2, Tile::Digit(Digit::new(9)));
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let combinations = generate_valid_combinations(
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CombinationConfig::default(),
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BoardGenerationContext::new(&hand, &board),
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);
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assert_eq!(
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combinations,
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vec![vec![
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Tile::Digit(Digit::new(-5)),
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Tile::Equals,
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Tile::Digit(Digit::new(-5)),
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]]
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);
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}
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}
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@@ -97,6 +97,55 @@ impl Board {
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&& self.belong_to_same_chain(positions, Direction::Down)
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}
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/// Tests whether all the tiles can be placed contiguously.
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///
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/// Such tiles can be placed in a single move and can reuse existing tiles
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/// on the board if the exact same tile present at the correct position in
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/// the `tiles` slice.
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///
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/// # Examples
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/// ```
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/// use board_shared::board::Board;
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/// use board_shared::tile::{Digit, Tile};
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///
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/// let mut board = Board::default();
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/// board.set(2, 0, Tile::Equals);
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/// let guess = vec![
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/// Tile::Digit(Digit::new(7)),
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/// Tile::Equals,
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/// Tile::Digit(Digit::new(7)),
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/// ];
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///
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/// // The equals sign is already on the board at the correct position,
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/// // so it can be reused.
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/// assert!(board.is_playable(&guess, (1, 0).into(), board_shared::position::Direction::Right));
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///
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/// // The equals sign exist on the board but at the wrong position,
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/// // so it cannot be reused.
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/// assert!(!board.is_playable(&guess, (2, 0).into(), board_shared::position::Direction::Right));
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/// ```
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pub fn is_playable(
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&self,
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tiles: &[Tile],
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starting_from: Position2d,
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direction: Direction,
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) -> bool {
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let mut pos = starting_from;
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for tile in tiles {
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if let Some(existing) = self.get(pos.x, pos.y) {
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if existing != *tile {
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return false;
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}
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}
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if let Some(relative) = pos.relative(direction, self) {
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pos = relative;
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} else {
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return false;
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}
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}
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true
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}
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/// Finds the starting tile of a chain in the given direction.
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fn find_starting_tile(&self, pos: Position2d, alignment: Alignment) -> Option<Position2d> {
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self.get(pos.x, pos.y)?;
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@@ -142,7 +191,7 @@ impl Board {
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}
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/// Tests whether the given positions are part of the same chain.
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pub fn belong_to_same_chain(&self, positions: &Vec<Position2d>, direction: Direction) -> bool {
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fn belong_to_same_chain(&self, positions: &Vec<Position2d>, direction: Direction) -> bool {
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let mut it = positions.iter().copied().peekable();
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while let Some(mut pos) = it.next() {
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if let Some(&next) = it.peek() {
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@@ -129,6 +129,38 @@ pub trait Grid2d {
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/// Returns the grid height.
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fn height(&self) -> usize;
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/// Returns an iterator over all positions in the grid.
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fn row_iter(&self) -> RowByRowIterator {
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RowByRowIterator {
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pos: Position2d::new(0, 0),
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end: Position2d::new(self.width(), self.height()),
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}
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}
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}
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/// Iterator over all positions in a grid.
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pub struct RowByRowIterator {
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pos: Position2d,
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end: Position2d,
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}
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impl Iterator for RowByRowIterator {
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type Item = Position2d;
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fn next(&mut self) -> Option<Self::Item> {
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if self.pos == self.end {
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None
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} else {
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let pos = self.pos;
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self.pos = if self.pos.x == self.end.x - 1 {
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Position2d::new(0, self.pos.y + 1)
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} else {
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Position2d::new(self.pos.x + 1, self.pos.y)
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};
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Some(pos)
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}
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}
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}
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#[cfg(test)]
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