It is now possible to move backwards and forwards on the mainline of a tree
This commit is contained in:
parent
cbfb3f2e37
commit
7dd531b493
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@ -213,7 +213,7 @@ impl Goban {
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///
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/// assert_eq!(goban.stone(&Coordinate{ row: 3, column: 3 }), Some(Color::Black));
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/// assert_eq!(goban.stone(&Coordinate{ row: 15, column: 15 }), Some(Color::White));
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/// assert_eq!(goban.stone(&Coordinate{ row: 3, column: 15 }), Some(Color::Black));
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/// assert_eq!(goban.stone(&Coordinate{ row: 15, column: 3 }), Some(Color::Black));
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/// ```
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pub fn apply_moves<'a>(
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self,
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@ -28,6 +28,8 @@ use sgf::{GameRecord, Player};
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use std::sync::{Arc, RwLock};
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struct GameReviewViewModelPrivate {
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// This is the ID of the current position in the game. The ID is specific to the GameRecord,
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// not the ReviewTree.
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current_position: Option<NodeId>,
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game: GameRecord,
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review_tree: DepthTree,
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@ -35,7 +37,7 @@ struct GameReviewViewModelPrivate {
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#[derive(Clone)]
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pub struct GameReviewViewModel {
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imp: Arc<RwLock<GameReviewViewModelPrivate>>,
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inner: Arc<RwLock<GameReviewViewModelPrivate>>,
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}
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impl GameReviewViewModel {
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@ -49,7 +51,7 @@ impl GameReviewViewModel {
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};
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Self {
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imp: Arc::new(RwLock::new(GameReviewViewModelPrivate {
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inner: Arc::new(RwLock::new(GameReviewViewModelPrivate {
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current_position,
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game,
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review_tree,
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@ -58,52 +60,222 @@ impl GameReviewViewModel {
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}
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pub fn black_player(&self) -> Player {
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self.imp.read().unwrap().game.black_player.clone()
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self.inner.read().unwrap().game.black_player.clone()
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}
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pub fn white_player(&self) -> Player {
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self.imp.read().unwrap().game.white_player.clone()
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self.inner.read().unwrap().game.white_player.clone()
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}
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pub fn game_view(&self) -> Goban {
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let imp = self.imp.read().unwrap();
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let mainline = imp.game.mainline();
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match mainline {
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Some(mainline) => Goban::default()
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.apply_moves(mainline.map(|nr| nr.data()))
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.unwrap(),
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None => Goban::default(),
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let inner = self.inner.read().unwrap();
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let mut path: Vec<NodeId> = vec![];
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let mut current_id = inner.current_position;
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while current_id.is_some() {
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let current = current_id.unwrap();
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path.push(current);
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current_id = inner.game.trees[0]
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.get(current)
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.unwrap()
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.parent()
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.map(|parent| parent.node_id());
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}
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path.reverse();
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Goban::default()
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.apply_moves(
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path.into_iter()
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.map(|node_id| inner.game.trees[0].get(node_id).unwrap().data()),
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)
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.unwrap()
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/*
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if let Some(start) = inner.current_position {
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let mut current_id = start;
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let mut path = vec![current_id.clone()];
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while let
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/*
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let mut current_node = inner.game.trees[0].get(current_position).unwrap();
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let mut path = vec![current_node.data()];
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while let Some(parent) = current_node.parent() {
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path.push(parent.data());
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current_node = parent;
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}
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*/
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path.reverse();
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Goban::default().apply_moves(path).unwrap()
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} else {
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Goban::default()
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}
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*/
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}
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pub fn map_tree<F>(&self, f: F)
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where
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F: Fn(NodeRef<'_, SizeNode>, Option<NodeId>),
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{
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let imp = self.imp.read().unwrap();
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let inner = self.inner.read().unwrap();
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for node in imp.review_tree.bfs_iter() {
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f(node, imp.current_position);
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for node in inner.review_tree.bfs_iter() {
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f(node, inner.current_position);
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}
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}
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pub fn tree_max_depth(&self) -> usize {
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self.imp.read().unwrap().review_tree.max_depth()
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self.inner.read().unwrap().review_tree.max_depth()
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}
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pub fn move_forward(&self) {
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unimplemented!()
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// When moving forward on the tree, I grab the first child by default. I can then just advance
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// the board state by applying the child.
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pub fn next_move(&self) {
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let mut inner = self.inner.write().unwrap();
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let current_position = inner.current_position.clone();
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match current_position {
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Some(current_position) => {
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let current_id = current_position.clone();
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let node = inner.game.trees[0].get(current_id).unwrap();
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if let Some(next_id) = node.first_child().map(|child| child.node_id()) {
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inner.current_position = Some(next_id);
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}
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}
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None => {
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inner.current_position = inner.game.trees[0].root().map(|node| node.node_id());
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}
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}
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}
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pub fn move_backward(&self) {
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unimplemented!()
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// When moving backwards, I jump up to the parent. I'll then rebuild the board state from the
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// root.
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pub fn previous_move(&mut self) {
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let mut inner = self.inner.write().unwrap();
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if let Some(current_position) = inner.current_position {
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let current_node = inner.game.trees[0]
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.get(current_position)
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.expect("current_position should always correspond to a node in the tree");
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if let Some(parent_node) = current_node.parent() {
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inner.current_position = Some(parent_node.node_id());
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}
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}
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}
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pub fn next_variant(&self) {
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unimplemented!()
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println!("move to the next variant amongst the options available");
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}
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pub fn previous_variant(&self) {
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unimplemented!()
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println!("move to the previous variant amongst the options available");
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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 crate::{Color, Coordinate};
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use std::path::Path;
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fn with_game_record<F>(test: F)
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where
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F: FnOnce(GameReviewViewModel),
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{
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let records = sgf::parse_sgf_file(&Path::new("../../sgf/test_data/branch_test.sgf"))
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.expect("to successfully load the test file");
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let record = records[0]
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.as_ref()
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.expect("to have successfully loaded the test record");
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let view_model = GameReviewViewModel::new(record.clone());
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test(view_model);
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}
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#[test]
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fn it_generates_a_mainline_board() {
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with_game_record(|view| {
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let goban = view.game_view();
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for row in 0..18 {
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for column in 0..18 {
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if row == 3 && column == 3 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::White));
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} else if row == 15 && column == 3 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::White));
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} else if row == 3 && column == 15 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
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} else if row == 15 && column == 14 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
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} else {
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assert_eq!(
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goban.stone(&Coordinate { row, column }),
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None,
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"{} {}",
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row,
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column
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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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#[test]
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fn it_moves_to_the_previous_mainline_move() {
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with_game_record(|mut view| {
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view.previous_move();
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let goban = view.game_view();
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for row in 0..18 {
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for column in 0..18 {
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if row == 3 && column == 3 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::White));
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} else if row == 3 && column == 15 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
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} else if row == 15 && column == 14 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
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} else {
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assert_eq!(
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goban.stone(&Coordinate { row, column }),
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None,
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"{} {}",
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row,
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column
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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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#[test]
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fn it_moves_to_the_next_node() {
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with_game_record(|mut view| {
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view.previous_move();
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view.next_move();
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let goban = view.game_view();
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for row in 0..18 {
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for column in 0..18 {
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if row == 3 && column == 3 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::White));
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} else if row == 15 && column == 3 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::White));
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} else if row == 3 && column == 15 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
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} else if row == 15 && column == 14 {
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assert_eq!(goban.stone(&Coordinate { row, column }), Some(Color::Black));
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} else {
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assert_eq!(
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goban.stone(&Coordinate { row, column }),
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None,
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"{} {}",
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row,
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column
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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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@ -17,6 +17,8 @@ You should have received a copy of the GNU General Public License along with On
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use crate::{CoreApi, ResourceManager};
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use adw::prelude::*;
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use glib::Propagation;
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use gtk::{gdk::Key, EventControllerKey};
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use otg_core::{
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settings::{SettingsRequest, SettingsResponse},
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CoreRequest, CoreResponse, GameReviewViewModel,
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@ -102,6 +104,22 @@ impl AppWindow {
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layout.append(&header);
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layout.append(&game_review.widget());
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// This controller ensures that navigational keypresses get sent to the game review so that
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// they're not changing the cursor focus in the app.
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let keypress_controller = EventControllerKey::new();
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keypress_controller.connect_key_pressed({
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move |s, key, _, _| {
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println!("layout keypress: {}", key);
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if s.forward(&game_review.widget()) {
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Propagation::Stop
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} else {
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Propagation::Proceed
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}
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}
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});
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layout.add_controller(keypress_controller);
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let page = adw::NavigationPage::builder()
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.can_pop(true)
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.title("Game Review")
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@ -101,6 +101,12 @@ impl Goban {
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s
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}
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pub fn set_board_state(&mut self, board_state: otg_core::Goban) {
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println!("updating board state");
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*self.imp().board_state.borrow_mut() = board_state;
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self.queue_draw();
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}
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fn redraw(&self, ctx: &cairo::Context, width: i32, height: i32) {
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println!("{} x {}", width, height);
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/*
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@ -22,8 +22,14 @@ You should have received a copy of the GNU General Public License along with On
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// I'll get all of the information about the game from the core, and then render everything in the
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// UI. So this will be a heavy lift on the UI side.
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use crate::{components::{Goban, PlayerCard, ReviewTree}, ResourceManager};
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use gtk::{prelude::*};
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use std::{cell::RefCell, rc::Rc};
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use crate::{
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components::{Goban, PlayerCard, ReviewTree},
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ResourceManager,
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};
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use glib::Propagation;
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use gtk::{gdk::Key, prelude::*, EventControllerKey};
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use otg_core::{Color, GameReviewViewModel};
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/*
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@ -57,23 +63,54 @@ impl GameReview {
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}
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*/
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#[derive(Clone)]
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pub struct GameReview {
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widget: gtk::Box,
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goban: Rc<RefCell<Option<Goban>>>,
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resources: ResourceManager,
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view: GameReviewViewModel,
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view: Rc<RefCell<GameReviewViewModel>>,
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}
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impl GameReview {
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pub fn new(view: GameReviewViewModel, resources: ResourceManager) -> Self {
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let widget = gtk::Box::builder().build();
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let view = Rc::new(RefCell::new(view));
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let s = Self {
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widget,
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goban: Rc::new(RefCell::new(None)),
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resources,
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view,
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};
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let keypress_controller = EventControllerKey::new();
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keypress_controller.connect_key_pressed({
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let s = s.clone();
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move |_, key, _, _| {
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println!("keystroke: {}", key);
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let mut view = s.view.borrow_mut();
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match key {
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Key::Down => view.next_move(),
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Key::Up => view.previous_move(),
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Key::Left => view.previous_variant(),
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Key::Right => view.next_variant(),
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_ => {
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return Propagation::Proceed;
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}
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}
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match *s.goban.borrow_mut() {
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Some(ref mut goban) => goban.set_board_state(view.game_view()),
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None => {}
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};
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Propagation::Stop
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}
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});
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s.widget.add_controller(keypress_controller);
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s.render();
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s
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@ -83,7 +120,7 @@ impl GameReview {
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// It's actually really bad to be just throwing away errors. Panics make everyone unhappy.
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// This is not a fatal error, so I'll replace this `unwrap` call with something that
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// renders the board and notifies the user of a problem that cannot be resolved.
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let board_repr = self.view.game_view();
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let board_repr = self.view.borrow().game_view();
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let board = Goban::new(board_repr, self.resources.clone());
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/*
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@ -101,7 +138,7 @@ impl GameReview {
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// The review tree needs to know the record for being able to render all of the nodes. Once
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// keyboard input is being handled, the tree will have to be updated on each keystroke in
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// order to show the user where they are within the game record.
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let review_tree = ReviewTree::new(self.view.clone());
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let review_tree = ReviewTree::new(self.view.borrow().clone());
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// I think most keyboard focus is going to end up being handled here in GameReview, as
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// keystrokes need to affect both the goban and the review tree simultanesouly. Possibly
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|
@ -114,14 +151,19 @@ impl GameReview {
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.build();
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player_information_section
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.append(&PlayerCard::new(Color::Black, &self.view.black_player()));
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.append(&PlayerCard::new(Color::Black, &self.view.borrow().black_player()));
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player_information_section
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.append(&PlayerCard::new(Color::White, &self.view.white_player()));
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.append(&PlayerCard::new(Color::White, &self.view.borrow().white_player()));
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self.widget.append(&board);
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sidebar.append(&player_information_section);
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sidebar.append(&review_tree.widget());
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self.widget.append(&sidebar);
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*self.goban.borrow_mut() = Some(board);
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}
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fn redraw(&self) {
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}
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pub fn widget(&self) -> gtk::Widget {
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|
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@ -4,7 +4,7 @@ mod game;
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pub use game::{GameNode, GameRecord, GameTree, MoveNode, Player};
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mod parser;
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pub use parser::{parse_collection, Move};
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pub use parser::{parse_collection, Move, Size};
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mod types;
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pub use types::*;
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|
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@ -302,10 +302,11 @@ impl Move {
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Move::Move(s) => {
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if s.len() == 2 {
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let mut parts = s.chars();
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let row_char = parts.next().unwrap();
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let row = row_char as u8 - b'a';
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let column_char = parts.next().unwrap();
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let column = column_char as u8 - b'a';
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let row_char = parts.next().unwrap();
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let row = row_char as u8 - b'a';
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println!("[{}] {} [{}] {}", row_char, row, column_char, column);
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Some((row, column))
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} else {
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unimplemented!("moves must contain exactly two characters");
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