Switch to a standardized tree library in the game tree and depth tree #236

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savanni merged 11 commits from savanni/improved-tree-structure into main 2024-05-01 02:26:47 +00:00
1 changed files with 60 additions and 6 deletions
Showing only changes of commit d7f5269e15 - Show all commits

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@ -5,8 +5,7 @@ use crate::{
use serde::{Deserialize, Serialize};
use slab_tree::{NodeId, NodeMut, NodeRef, Tree};
use std::{
collections::{HashSet, VecDeque},
time::Duration,
collections::{HashMap, HashSet, VecDeque}, fmt::Debug, ops::Deref, time::Duration
};
use uuid::Uuid;
@ -56,6 +55,7 @@ pub struct Player {
/// syntax issues, the result of the GameRecord is to have a fully-understood game. However, this
/// doesn't (yet?) go quite to the level of apply the game type (i.e., this is Go, Chess, Yinsh, or
/// whatever).
#[derive(Clone, Debug, PartialEq)]
pub struct GameRecord {
pub game_type: GameType,
@ -81,7 +81,7 @@ pub struct GameRecord {
pub overtime: Option<String>,
pub transcriber: Option<String>,
pub trees: Vec<Tree<GameNode>>,
pub trees: Vec<GameTree>,
}
impl GameRecord {
@ -235,13 +235,13 @@ impl TryFrom<parser::Tree> for GameRecord {
s.trees = tree.root.next.into_iter()
.map(recursive_tree_to_slab_tree)
.collect::<Result<Vec<Tree<GameNode>>, GameError>>()?;
.collect::<Result<Vec<GameTree>, GameError>>()?;
Ok(s)
}
}
fn recursive_tree_to_slab_tree(node: parser::Node) -> Result<Tree<GameNode>, GameError> {
fn recursive_tree_to_slab_tree(node: parser::Node) -> Result<GameTree, GameError> {
let mut slab = Tree::new();
let mut nodes: VecDeque<(NodeId, parser::Node)> = VecDeque::new();
@ -269,7 +269,7 @@ fn recursive_tree_to_slab_tree(node: parser::Node) -> Result<Tree<GameNode>, Gam
}
}
Ok(slab)
Ok(GameTree(slab))
}
pub struct TreeIter<'a> {
@ -298,6 +298,50 @@ impl<'a> Iterator for TreeIter<'a> {
}
}
#[derive(PartialEq)]
struct GameTree(Tree<GameNode>);
impl Clone for GameTree {
fn clone(&self) -> Self {
match self.0.root() {
None => Self(Tree::new()),
Some(source_root_node) => {
let mut dest = Tree::new();
let dest_root_id = dest.set_root(source_root_node.data().clone());
// In order to add a node to the new tree, I need to know the ID of the parent in
// the source tree and the ID of the parent in the destination tree. So I want a
// lookup table that maps source IDs to destination IDs. But is that sufficient?
// Perhaps I can just keep a mapping from a source noderef to a destination ID.
// I don't think I can keep more than one mutable destination node.
let mut mapping: HashMap<NodeId, NodeId> = HashMap::new();
mapping.insert(source_root_node.node_id(), dest_root_id);
for source_node in source_root_node.traverse_level_order() {
}
Self(dest)
}
}
}
}
impl Debug for GameTree {
fn fmt(&self, f: &mut std::fmt::Formatter) -> Result<(), std::fmt::Error> {
self.write_formatted(f)
}
}
impl Deref for GameTree {
type Target = Tree<GameNode>;
fn deref(&self) -> &Self::Target {
&self.0
}
}
pub struct MainlineIter<'a> {
next: Option<NodeRef<'a, GameNode>>,
tree: &'a Tree<GameNode>,
@ -950,4 +994,14 @@ mod file_test {
});
});
}
#[test]
fn it_can_copy_a_game_record() {
with_file(std::path::Path::new("test_data/multi-tree.sgf"), |games| {
let dest = games.clone();
assert_eq!(games.len(), dest.len());
assert_eq!(games[0], dest[0]);
});
}
}