Set up a BFS iterator over the node tree
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@ -3,9 +3,9 @@ use config::define_config;
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use config_derive::ConfigOption;
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use serde::{Deserialize, Serialize};
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use sgf::GameNode;
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use uuid::Uuid;
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use std::{cell::RefCell, fmt, path::PathBuf, time::Duration};
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use std::{cell::RefCell, collections::VecDeque, fmt, path::PathBuf, time::Duration};
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use thiserror::Error;
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use uuid::Uuid;
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define_config! {
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LibraryPath(LibraryPath),
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@ -235,12 +235,12 @@ impl GameState {
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//
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// So, what is the maximum depth of the tree? Follow all paths and see how far I get in every case.
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// I could do this by just generating an intermediate tree and numbering each level.
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pub struct Tree<T> {
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nodes: Vec<Node<T>>,
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}
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struct Node<T> {
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#[derive(Debug)]
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pub struct Node<T> {
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id: usize,
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node: T,
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parent: Option<usize>,
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@ -294,6 +294,17 @@ impl<T> Tree<T> {
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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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// scheme of things.
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//
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// One thought I have is that I could just develop a grid virtually and start placing nodes.
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// Whenever I notice a collision, I can just move the node over. But I'd like to see if I can
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// be a bit smarter than doing it as just a vec into which I place things, as though it's a
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// game board. So, given a game node, I want to figure out it's position along the X axis.
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//
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// Just having the node is greatly insufficient. I can get better results if I'm calculating
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// the position of its children.
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//
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// indent represents the indentation that should be applied to all children in this tree. It
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// amounts to the position of the parent node.
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pub fn position(&self, indent: usize, idx: usize) -> (usize, usize) {
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@ -316,6 +327,16 @@ impl<T> Tree<T> {
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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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// its children. This is equivalent to the widest of all of its children at all depths.
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//
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// There are some collapse rules that I could take into account here, but that I haven't
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// figured out yet. If two nodes are side by side, and one of them has some wide children but
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// the other has no children, then they are effectively the same width. The second node only
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// needs to be moved out if it has children that would overlap the children of the first node.
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//
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// My algorithm right now is likely to generate unnecessarily wide trees in a complex game
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// review.
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fn width(&self, id: usize) -> usize {
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println!("[{}] calculating width", id);
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let node = &self.nodes[id];
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@ -333,6 +354,12 @@ impl<T> Tree<T> {
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width
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}
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fn bfs_iter<'a>(&'a self) -> BFSIter<T> {
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let mut queue = VecDeque::new();
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queue.push_back(&self.nodes[0]);
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BFSIter { tree: self, queue }
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}
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}
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impl<'a> From<&'a GameNode> for Tree<Uuid> {
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@ -365,9 +392,30 @@ impl<'a> From<&'a GameNode> for Tree<Uuid> {
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}
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}
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pub struct BFSIter<'a, T> {
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tree: &'a Tree<T>,
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queue: VecDeque<&'a Node<T>>,
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}
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impl<'a, T> Iterator for BFSIter<'a, T> {
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type Item = &'a Node<T>;
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fn next(&mut self) -> Option<Self::Item> {
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let retval = self.queue.pop_front();
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if let Some(ref retval) = retval {
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retval
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.children
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.iter()
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.for_each(|idx| self.queue.push_back(&self.tree.nodes[*idx]));
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}
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retval
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}
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}
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#[cfg(test)]
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mod test {
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use super::*;
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use cool_asserts::assert_matches;
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use sgf::{Move, MoveNode};
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#[test]
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@ -498,4 +546,45 @@ mod test {
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assert_eq!(tree.position(0, 6), (1, 3));
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assert_eq!(tree.position(0, 7), (1, 4));
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}
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#[test]
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fn breadth_first_iter() {
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let mut node_a = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_c = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_d = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_e = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_f = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_g = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_h = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_i = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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node_c.children.push(GameNode::MoveNode(node_d.clone()));
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node_c.children.push(GameNode::MoveNode(node_e.clone()));
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node_c.children.push(GameNode::MoveNode(node_f.clone()));
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node_b.children.push(GameNode::MoveNode(node_c.clone()));
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node_h.children.push(GameNode::MoveNode(node_i.clone()));
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node_a.children.push(GameNode::MoveNode(node_b.clone()));
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node_a.children.push(GameNode::MoveNode(node_g.clone()));
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node_a.children.push(GameNode::MoveNode(node_h.clone()));
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let game_tree = GameNode::MoveNode(node_a.clone());
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let tree = Tree::from(&game_tree);
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let mut iter = tree.bfs_iter();
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_a.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_b.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_g.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_h.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_c.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_i.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_d.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_e.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_f.id));
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}
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}
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