Calculate out the depth and width of each node
This commit is contained in:
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1ddc867f01
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@ -14,18 +14,18 @@ General Public License for more details.
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You should have received a copy of the GNU General Public License along with On the Grid. If not, see <https://www.gnu.org/licenses/>.
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You should have received a copy of the GNU General Public License along with On the Grid. If not, see <https://www.gnu.org/licenses/>.
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*/
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*/
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use crate::{Core};
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use crate::Core;
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use sgf::GameRecord;
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use sgf::GameRecord;
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#[derive(Clone, Debug, Serialize, Deserialize)]
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum LibraryRequest {
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pub enum LibraryRequest {
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ListGames
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ListGames,
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}
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}
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#[derive(Clone, Debug)]
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#[derive(Clone, Debug)]
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pub enum LibraryResponse {
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pub enum LibraryResponse {
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Games(Vec<GameRecord>)
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Games(Vec<GameRecord>),
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}
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}
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async fn handle_list_games(model: &Core) -> LibraryResponse {
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async fn handle_list_games(model: &Core) -> LibraryResponse {
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@ -39,10 +39,8 @@ async fn handle_list_games(model: &Core) -> LibraryResponse {
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}
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}
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}
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}
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pub async fn handle(model: &Core, request: LibraryRequest) -> LibraryResponse {
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pub async fn handle(model: &Core, request: LibraryRequest) -> LibraryResponse {
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match request {
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match request {
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LibraryRequest::ListGames => handle_list_games(model).await,
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LibraryRequest::ListGames => handle_list_games(model).await,
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}
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}
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}
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}
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@ -3,7 +3,9 @@ use config::define_config;
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use config_derive::ConfigOption;
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use config_derive::ConfigOption;
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use sgf::GameTree;
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use sgf::GameTree;
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use std::{cell::RefCell, collections::VecDeque, fmt, path::PathBuf, time::Duration};
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use std::{
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cell::RefCell, collections::{HashMap, VecDeque}, fmt, ops::Deref, path::PathBuf, time::Duration
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};
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use thiserror::Error;
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use thiserror::Error;
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define_config! {
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define_config! {
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@ -242,19 +244,39 @@ pub struct Tree<T> {
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struct DepthTree(slab_tree::Tree<SizeNode>);
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struct DepthTree(slab_tree::Tree<SizeNode>);
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impl Deref for DepthTree {
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type Target = slab_tree::Tree<SizeNode>;
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fn deref(&self) -> &Self::Target {
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&self.0
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}
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}
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct SizeNode {
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pub struct SizeNode {
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pub id: usize,
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node_id: slab_tree::NodeId,
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node_id: slab_tree::NodeId,
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parent: Option<usize>,
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parent: Option<slab_tree::NodeId>,
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depth: usize,
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depth: usize,
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width: RefCell<Option<usize>>,
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width: usize,
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children: Vec<usize>,
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}
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impl SizeNode {
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pub fn position(&self) -> (usize, usize) {
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(self.depth, self.width)
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}
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}
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}
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impl DepthTree {
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impl DepthTree {
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// My previous work to convert from a node tree to this tree-with-width dependend on the node tree
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// being a recursive data structure. Now I need to find a way to convert a slab tree to this width
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// tree.
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//
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// It all feels like a lot of custom weirdness. I shouldn't need a bunch of custom data structures,
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// so I want to eliminate the "Tree" above and keep using the slab tree. I think I should be able
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// to build these Node objects without needing a custom data structure.
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fn new() -> Self {
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Self(slab_tree::Tree::new())
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/*
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/*
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fn new(root: T) -> Self {
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Tree {
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Tree {
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nodes: vec![Node {
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nodes: vec![Node {
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id: 0,
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id: 0,
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@ -265,8 +287,10 @@ impl DepthTree {
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children: vec![],
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children: vec![],
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}],
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}],
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}
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}
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*/
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}
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}
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/*
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pub fn node(&self, idx: usize) -> &T {
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pub fn node(&self, idx: usize) -> &T {
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&self.nodes[idx].node
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&self.nodes[idx].node
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}
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}
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@ -293,13 +317,18 @@ impl DepthTree {
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*/
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*/
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pub fn max_depth(&self) -> usize {
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pub fn max_depth(&self) -> usize {
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unimplemented!()
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self.0
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/*
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.root()
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self.nodes.iter().fold(
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.unwrap()
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0,
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.traverse_pre_order()
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|max, node| if node.depth > max { node.depth } else { max },
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.fold(0, |max, node| {
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)
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println!("node depth: {}", node.data().depth);
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*/
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if node.data().depth > max {
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node.data().depth
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} else {
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max
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}
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})
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}
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}
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// Since I know the width of a node, now I want to figure out its placement in the larger
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// Since I know the width of a node, now I want to figure out its placement in the larger
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@ -317,8 +346,8 @@ impl DepthTree {
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// amounts to the position of the parent node.
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// amounts to the position of the parent node.
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//
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//
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// When drawing nodes, I don't know how to persist the level of indent.
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// When drawing nodes, I don't know how to persist the level of indent.
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pub fn position(&self, idx: usize) -> (usize, usize) {
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unimplemented!()
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// unimplemented!()
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/*
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/*
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let node = &self.nodes[idx];
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let node = &self.nodes[idx];
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match node.parent {
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match node.parent {
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@ -337,7 +366,6 @@ impl DepthTree {
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None => (0, 0),
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None => (0, 0),
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}
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}
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*/
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*/
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}
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/*
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/*
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// Given a node, do a postorder traversal to figure out the width of the node based on all of
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// Given a node, do a postorder traversal to figure out the width of the node based on all of
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@ -375,8 +403,88 @@ impl DepthTree {
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}
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}
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impl<'a> From<&'a GameTree> for DepthTree {
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impl<'a> From<&'a GameTree> for DepthTree {
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fn from(root: &'a GameTree) -> Self {
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fn from(tree: &'a GameTree) -> Self {
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unimplemented!()
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// Like in the conversion from SGF to GameTree, I need to traverse the entire tree one node
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// at a time, keeping track of node ids as we go. I'm going to go with a depth-first
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// traversal. When generating each node, I think I want to generate all of the details of
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// the node as we go.
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let source_root_node = tree.root();
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match source_root_node {
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Some(source_root_node) => {
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// Do the real work
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// The id_map indexes from the source tree to the destination tree. Reverse
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// indexing is accomplished by looking at the node_id in a node in the destination
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// tree.
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let mut id_map: HashMap<slab_tree::NodeId, slab_tree::NodeId> = HashMap::new();
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let mut tree = slab_tree::Tree::new();
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let mut iter = source_root_node.traverse_pre_order();
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let _ = iter.next().unwrap(); // we already know that the first element to be
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// returned is the root node, and that the root node
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// already exists. Otherwise we wouldn't even be in
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// this branch.
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let dest_root_id = tree.set_root(SizeNode {
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node_id: source_root_node.node_id(),
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parent: None,
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depth: 0,
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width: 0,
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});
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id_map.insert(source_root_node.node_id(), dest_root_id);
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for source_node in iter {
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let dest_parent_id = id_map
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.get(&source_node.parent().unwrap().node_id())
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.unwrap();
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let mut dest_parent = tree.get_mut(*dest_parent_id).unwrap();
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let new_depth_node = SizeNode {
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node_id: source_node.node_id(),
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parent: Some(*dest_parent_id),
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depth: 1 + dest_parent.data().depth,
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width: dest_parent.data().width,
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};
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let new_node_id = dest_parent.append(new_depth_node).node_id();
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match tree
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.get(new_node_id)
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.unwrap()
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.prev_sibling()
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.map(|node| node.data().width)
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{
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None => {}
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Some(previous_width) => {
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let mut new_node = tree.get_mut(new_node_id).unwrap();
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new_node.data().width = previous_width + 1;
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}
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}
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/*
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let new_node = tree.get_mut(*dest_parent_id).unwrap().append(new_depth_node);
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let previous_node = new_node.prev_sibling();
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match previous_node {
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None => {}
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}
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*/
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/*
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match dest_noderef.prev_sibling() {
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None => {}
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Some(mut node) => { dest_noderef.data().width = node.data().width + 1 }
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}
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*/
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id_map.insert(source_node.node_id(), new_node_id);
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}
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Self(tree)
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}
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None => Self::new(),
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}
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}
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}
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}
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}
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.append(GameNode::MoveNode(MoveNode::new(
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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Move::Move("dp".to_owned()),
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))).node_id();
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)))
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.node_id();
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let node_c = game_tree
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let node_c = game_tree
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.get_mut(node_b)
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.get_mut(node_b)
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@ -518,7 +627,8 @@ mod test {
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.append(GameNode::MoveNode(MoveNode::new(
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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Move::Move("dp".to_owned()),
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))).node_id();
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)))
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.node_id();
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let node_d = game_tree
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let node_d = game_tree
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.get_mut(node_c)
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.get_mut(node_c)
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@ -526,7 +636,8 @@ mod test {
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.append(GameNode::MoveNode(MoveNode::new(
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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Move::Move("dp".to_owned()),
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))).node_id();
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)))
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.node_id();
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let node_e = game_tree
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let node_e = game_tree
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.get_mut(node_c)
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.get_mut(node_c)
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.append(GameNode::MoveNode(MoveNode::new(
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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Move::Move("dp".to_owned()),
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))).node_id();
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)))
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.node_id();
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let node_f = game_tree
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let node_f = game_tree
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.get_mut(node_c)
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.get_mut(node_c)
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@ -542,7 +654,8 @@ mod test {
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.append(GameNode::MoveNode(MoveNode::new(
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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Move::Move("dp".to_owned()),
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))).node_id();
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)))
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.node_id();
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let node_g = game_tree
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let node_g = game_tree
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.get_mut(node_a)
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.get_mut(node_a)
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@ -550,7 +663,8 @@ mod test {
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.append(GameNode::MoveNode(MoveNode::new(
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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Move::Move("dp".to_owned()),
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))).node_id();
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)))
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.node_id();
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let node_h = game_tree
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let node_h = game_tree
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.get_mut(node_a)
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.get_mut(node_a)
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@ -558,7 +672,8 @@ mod test {
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.append(GameNode::MoveNode(MoveNode::new(
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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Move::Move("dp".to_owned()),
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))).node_id();
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)))
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.node_id();
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let _ = game_tree
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let _ = game_tree
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.get_mut(node_h)
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.get_mut(node_h)
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@ -566,7 +681,8 @@ mod test {
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.append(GameNode::MoveNode(MoveNode::new(
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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Move::Move("dp".to_owned()),
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)));
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)))
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.node_id();
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game_tree
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game_tree
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}
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}
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@ -575,6 +691,10 @@ mod test {
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fn it_can_calculate_depth_from_game_tree() {
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fn it_can_calculate_depth_from_game_tree() {
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let game_tree = branching_tree();
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let game_tree = branching_tree();
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let tree = DepthTree::from(&game_tree);
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let tree = DepthTree::from(&game_tree);
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assert_eq!(
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game_tree.root().unwrap().traverse_pre_order().count(),
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tree.0.root().unwrap().traverse_pre_order().count()
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);
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assert_eq!(tree.max_depth(), 3);
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assert_eq!(tree.max_depth(), 3);
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}
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}
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@ -582,13 +702,35 @@ mod test {
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fn it_calculates_horizontal_position_of_nodes() {
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fn it_calculates_horizontal_position_of_nodes() {
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let game_tree = branching_tree();
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let game_tree = branching_tree();
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let tree = DepthTree::from(&game_tree);
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let tree = DepthTree::from(&game_tree);
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assert_eq!(tree.position(2), (2, 0));
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assert_eq!(tree.position(1), (1, 0));
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let node_a = tree.root().unwrap();
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assert_eq!(tree.position(0), (0, 0));
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assert_eq!(node_a.data().position(), (0, 0));
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assert_eq!(tree.position(4), (3, 1));
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assert_eq!(tree.position(5), (3, 2));
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let node_b = node_a.first_child().unwrap();
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assert_eq!(tree.position(6), (1, 3));
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assert_eq!(node_b.data().position(), (1, 0));
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assert_eq!(tree.position(7), (1, 4));
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let node_g = node_b.next_sibling().unwrap();
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assert_eq!(node_g.data().position(), (1, 1));
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let node_h = node_g.next_sibling().unwrap();
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assert_eq!(node_h.data().position(), (1, 2));
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let node_c = node_b.first_child().unwrap();
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assert_eq!(node_c.data().position(), (2, 0));
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let node_d = node_c.first_child().unwrap();
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assert_eq!(node_d.data().position(), (3, 0));
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let node_i = node_h.first_child().unwrap();
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assert_eq!(node_i.data().position(), (2, 2));
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/*
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assert_eq!(tree.position(test_tree.node_c), (2, 0));
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||||||
|
assert_eq!(tree.position(test_tree.node_b), (1, 0));
|
||||||
|
assert_eq!(tree.position(test_tree.node_a), (0, 0));
|
||||||
|
assert_eq!(tree.position(test_tree.node_d), (3, 1));
|
||||||
|
assert_eq!(tree.position(test_tree.node_e), (3, 2));
|
||||||
|
assert_eq!(tree.position(test_tree.node_f), (1, 3));
|
||||||
|
assert_eq!(tree.position(test_tree.node_g), (1, 4));
|
||||||
|
*/
|
||||||
}
|
}
|
||||||
|
|
||||||
#[ignore]
|
#[ignore]
|
||||||
|
|
Loading…
Reference in New Issue