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No commits in common. "b982f2c1cc03dd4496f37fe107cb16f1f30c1010" and "9fbc6305005a45903619bbc828efbcd805bab0b0" have entirely different histories.
b982f2c1cc
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9fbc630500
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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 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::GameNode;
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use sgf::GameNode;
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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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use uuid::Uuid;
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use std::{cell::RefCell, fmt, path::PathBuf, time::Duration};
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use thiserror::Error;
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define_config! {
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define_config! {
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LibraryPath(LibraryPath),
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LibraryPath(LibraryPath),
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@ -235,13 +235,13 @@ impl GameState {
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//
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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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// 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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// 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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pub struct Tree<T> {
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nodes: Vec<Node<T>>,
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nodes: Vec<Node<T>>,
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}
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}
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#[derive(Debug)]
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struct Node<T> {
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pub struct Node<T> {
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id: usize,
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pub id: usize,
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node: T,
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node: T,
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parent: Option<usize>,
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parent: Option<usize>,
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depth: usize,
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depth: usize,
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@ -294,17 +294,6 @@ impl<T> Tree<T> {
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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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// 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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// 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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// 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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pub fn position(&self, indent: usize, idx: usize) -> (usize, usize) {
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@ -327,16 +316,6 @@ impl<T> Tree<T> {
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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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// 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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fn width(&self, id: usize) -> usize {
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println!("[{}] calculating width", id);
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println!("[{}] calculating width", id);
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let node = &self.nodes[id];
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let node = &self.nodes[id];
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@ -354,12 +333,6 @@ impl<T> Tree<T> {
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width
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width
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}
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}
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pub 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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}
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impl<'a> From<&'a GameNode> for Tree<Uuid> {
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impl<'a> From<&'a GameNode> for Tree<Uuid> {
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@ -392,30 +365,9 @@ impl<'a> From<&'a GameNode> for Tree<Uuid> {
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}
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}
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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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#[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 cool_asserts::assert_matches;
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use sgf::{Move, MoveNode};
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use sgf::{Move, MoveNode};
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#[test]
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#[test]
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@ -546,45 +498,4 @@ mod test {
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assert_eq!(tree.position(0, 6), (1, 3));
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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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assert_eq!(tree.position(0, 7), (1, 4));
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}
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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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}
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@ -66,29 +66,8 @@ impl ReviewTree {
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s
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s
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}
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}
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pub fn redraw(&self, ctx: &Context, _width: i32, _height: i32) {
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pub fn redraw(&self, _ctx: &Context, _width: i32, _height: i32) {
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println!("redraw");
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// Implement the tree-drawing algorithm here
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let tree: &Option<Tree<Uuid>> = &self.imp().tree.borrow();
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match tree {
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Some(ref tree) => {
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for node in tree.bfs_iter() {
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// draw a circle given the coordinates of the nodes
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// I don't know the indent. How do I keep track of that? Do I track the position of
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// the parent? do I need to just make it more intrinsically a part of the position
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// code?
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ctx.set_source_rgb(0.7, 0.7, 0.7);
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let (row, column) = tree.position(0, node.id);
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println!("[{}] {} x {}", node.id, row, column);
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let y = (row as f64) * 20. + 10.;
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let x = (column as f64) * 20. + 10.;
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ctx.arc(x, y, 5., 0., 2. * std::f64::consts::PI);
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let _ = ctx.stroke();
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}
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}
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None => {
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// if there is no tree present, then there's nothing to draw!
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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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@ -131,6 +110,43 @@ struct Tree {
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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 its
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// 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 figured
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// out yet. If two nodes are side by side, and one of them has some wide children but the other has
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// no children, then they are effectively the same width. The second node only needs to be moved
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// 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 review.
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#[allow(dead_code)]
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fn node_width(node: &GameNode) -> usize {
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let children: &Vec<GameNode> = match node {
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GameNode::MoveNode(mn) => &mn.children,
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GameNode::SetupNode(sn) => &sn.children,
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};
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if children.is_empty() {
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return 1;
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}
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// If there is more than one child, run node_width on each one and add them together.
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children
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.iter()
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.fold(0, |acc, child| acc + node_width(child))
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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 scheme of
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// 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 be a
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// bit smarter than doing it as just a vec into which I place things, as though it's a game board.
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// 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 the
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// position of its children.
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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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