Switch to a standardized tree library in the game tree and depth tree #236
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@ -9,6 +9,10 @@ use std::{
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rc::Rc,
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};
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// I need to take what I learned about linked lists and about the other Tree data structure, and
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// apply it here with arena allocation.
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//
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// Also, smarter node allocation and pointer handling in order to avoid clones.
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#[derive(Clone, Debug, Default)]
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pub enum Tree<T> {
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#[default]
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@ -55,6 +59,16 @@ impl<T> Tree<T> {
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None
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}
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// Do a depth-first-search in order to get the path to a node. Start with a naive recursive
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// implementation, then switch to a stack-based implementation in order to avoid exceeding the
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// stack.
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pub fn path_to<F>(&self, f: F) -> Vec<Node<T>>
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where
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F: FnOnce(&T) -> bool + Copy,
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{
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unimplemented!()
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}
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/// Convert each node of a tree from type T to type U
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pub fn map<F, U>(&self, op: F) -> Tree<U>
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where
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@ -146,6 +160,13 @@ impl<T> Node<T> {
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}
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}
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impl<T: PartialEq> PartialEq for Node<T> {
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fn eq(&self, other: &Node<T>) -> bool {
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self.0.borrow().value == other.0.borrow().value
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&& self.0.borrow().children == other.0.borrow().children
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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@ -184,4 +205,31 @@ mod tests {
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assert!(tree2.find_bfs(|val| *val == "16").is_some());
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assert!(tree2.find_bfs(|val| *val == "17").is_some());
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}
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#[test]
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fn path_to_on_empty_tree_returns_empty() {
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let tree: Tree<&str> = Tree::default();
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assert_eq!(tree.path_to(|val| *val == "i"), vec![]);
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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_find_a_path_to_a_node() {
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let (tree, a) = Tree::new("A");
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let b = a.add_child_value("B");
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let c = b.add_child_value("C");
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let _d = c.add_child_value("D");
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let _e = c.add_child_value("D");
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let _f = c.add_child_value("D");
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let _g = a.add_child_value("G");
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let h = a.add_child_value("H");
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let i = a.add_child_value("I");
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assert_eq!(tree.path_to(|val| *val == "z"), vec![]);
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assert_eq!(tree.path_to(|val| *val == "i"), vec![a, h, i]);
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}
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}
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