Work out how to calculate the horizontal position of each node
This commit is contained in:
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3192c0a142
commit
7a06b8cf39
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@ -26,7 +26,8 @@ mod database;
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pub mod library;
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pub mod library;
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mod types;
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pub use types::{BoardError, Color, Config, ConfigOption, LibraryPath, Player, Rank, Size};
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pub mod settings;
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pub mod settings;
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mod types;
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pub use types::{BoardError, Color, Config, ConfigOption, LibraryPath, Player, Rank, Size, Tree};
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@ -2,7 +2,8 @@ use crate::goban::{Coordinate, Goban};
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use config::define_config;
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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 std::{path::PathBuf, time::Duration, fmt};
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use sgf::GameNode;
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use std::{cell::RefCell, fmt, path::PathBuf, time::Duration};
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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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@ -140,7 +141,6 @@ impl AppState {
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub enum Rank {
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pub enum Rank {
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Kyu(u8),
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Kyu(u8),
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Dan(u8),
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Dan(u8),
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Pro(u8),
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Pro(u8),
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@ -228,9 +228,144 @@ impl GameState {
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}
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}
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}
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}
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// To properly generate a tree, I need to know how deep to go. Then I can backtrace. Each node
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// needs to have a depth. Given a tree, the depth of the node is just the distance from the root.
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// This seems obvious, but I had to write it to discover how important that fact was.
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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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id: usize,
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node: T,
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parent: Option<usize>,
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depth: usize,
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width: RefCell<Option<usize>>,
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children: Vec<usize>,
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}
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impl<T> Tree<T> {
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fn new(root: T) -> Self {
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Tree {
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nodes: vec![Node {
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id: 0,
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node: root,
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parent: None,
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depth: 0,
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width: RefCell::new(None),
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children: vec![],
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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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&self.nodes[idx].node
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}
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// Add a node to the parent specified by parent_idx. Return the new index. This cannot be used
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// to add the root node, but the constructor should handle that, anyway.
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fn add_node(&mut self, parent_idx: usize, node: T) -> usize {
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let next_idx = self.nodes.len();
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let parent = &self.nodes[parent_idx];
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self.nodes.push(Node {
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id: next_idx,
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node,
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parent: Some(parent_idx),
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depth: parent.depth + 1,
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width: RefCell::new(None),
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children: vec![],
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});
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let parent = &mut self.nodes[parent_idx];
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parent.children.push(next_idx);
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next_idx
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}
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pub fn depth(&self) -> usize {
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self.nodes.iter().fold(
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0,
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|max, node| if node.depth > max { node.depth } else { max },
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)
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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 {
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let node = &self.nodes[idx];
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match node.parent {
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Some(parent_idx) => {
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let parent = &self.nodes[parent_idx];
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let sibling_width = parent
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.children
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.iter()
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.take_while(|n| **n != node.id)
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.fold(0, |acc, n| acc + self.width(*n));
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indent + sibling_width + 1
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}
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// Root nodes won't have a parent, so just put them in column 1
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None => 1,
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}
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}
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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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if let Some(width) = *node.width.borrow() {
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return width;
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}
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let width = node
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.children
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.iter()
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.fold(0, |acc, child| acc + self.width(*child));
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let width = if width == 0 { 1 } else { width };
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println!("[{}] width: {}", id, width);
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*node.width.borrow_mut() = Some(width);
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width
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}
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}
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impl<'a> From<&'a GameNode> for Tree<&'a GameNode> {
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fn from(root: &'a GameNode) -> Self {
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fn add_subtree<'a>(tree: &mut Tree<&'a GameNode>, parent_idx: usize, node: &'a GameNode) {
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let idx = tree.add_node(parent_idx, node);
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let children = match node {
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GameNode::MoveNode(node) => &node.children,
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GameNode::SetupNode(node) => &node.children,
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};
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for child in children {
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add_subtree(tree, idx, child);
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}
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}
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let mut tree = Tree::new(root);
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let children = match root {
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GameNode::MoveNode(node) => &node.children,
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GameNode::SetupNode(node) => &node.children,
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};
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for node in children {
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add_subtree(&mut tree, 0, node);
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}
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tree
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}
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}
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#[cfg(test)]
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#[cfg(test)]
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mod test {
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mod test {
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use super::*;
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use super::*;
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use sgf::{Move, MoveNode};
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#[test]
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#[test]
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fn current_player_changes_after_move() {
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fn current_player_changes_after_move() {
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@ -284,4 +419,78 @@ mod test {
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Err(BoardError::Ko)
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Err(BoardError::Ko)
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);
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);
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}
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}
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// A
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// B G H
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// C I
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// D E F
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#[test]
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fn it_can_calculate_depth_from_game_tree() {
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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));
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node_c.children.push(GameNode::MoveNode(node_e));
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node_c.children.push(GameNode::MoveNode(node_f));
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node_b.children.push(GameNode::MoveNode(node_c));
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node_h.children.push(GameNode::MoveNode(node_i));
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node_a.children.push(GameNode::MoveNode(node_b));
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node_a.children.push(GameNode::MoveNode(node_g));
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node_a.children.push(GameNode::MoveNode(node_h));
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let game_tree = GameNode::MoveNode(node_a);
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let tree = Tree::from(&game_tree);
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assert_eq!(tree.depth(), 3);
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}
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// A
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// B G H
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// C I
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// D E F
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#[test]
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fn it_calculates_horizontal_position_of_nodes() {
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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));
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node_c.children.push(GameNode::MoveNode(node_e));
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node_c.children.push(GameNode::MoveNode(node_f));
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node_b.children.push(GameNode::MoveNode(node_c));
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node_h.children.push(GameNode::MoveNode(node_i));
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node_a.children.push(GameNode::MoveNode(node_b));
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node_a.children.push(GameNode::MoveNode(node_g));
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node_a.children.push(GameNode::MoveNode(node_h));
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let game_tree = GameNode::MoveNode(node_a);
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let tree = Tree::from(&game_tree);
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assert_eq!(tree.position(0, 2), 1);
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assert_eq!(tree.position(0, 1), 1);
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assert_eq!(tree.position(0, 0), 1);
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assert_eq!(tree.position(0, 4), 2);
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assert_eq!(tree.position(0, 5), 3);
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}
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}
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}
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@ -142,6 +142,10 @@ fn node_children_columns(_node: &GameNode) -> Vec<usize> {
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vec![0, 1, 2]
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vec![0, 1, 2]
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}
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}
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#[allow(dead_code)]
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fn print_node_tree(node: &GameNode) {
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}
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#[cfg(test)]
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#[cfg(test)]
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mod test {
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mod test {
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use super::*;
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use super::*;
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@ -175,9 +179,9 @@ mod test {
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fn it_calculates_width_with_one_deep_child() {
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fn it_calculates_width_with_one_deep_child() {
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let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_c = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_c = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_d = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_d = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_e = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_e = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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node_b.children.push(GameNode::MoveNode(node_c));
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node_b.children.push(GameNode::MoveNode(node_c));
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node_b.children.push(GameNode::MoveNode(node_d));
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node_b.children.push(GameNode::MoveNode(node_d));
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let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_c = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_c = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_d = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_d = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_e = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_e = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_f = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_f = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_g = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_g = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_h = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_h = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let mut node_i = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_i = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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node_c.children.push(GameNode::MoveNode(node_d));
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node_c.children.push(GameNode::MoveNode(node_d));
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node_c.children.push(GameNode::MoveNode(node_e));
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node_c.children.push(GameNode::MoveNode(node_e));
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assert_eq!(node_children_columns(&GameNode::MoveNode(node_a)), vec![0, 1, 2]);
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assert_eq!(node_children_columns(&GameNode::MoveNode(node_a)), vec![0, 1, 2]);
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}
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}
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#[test]
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fn text_renderer() {
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assert!(false);
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}
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}
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}
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