Implement game tree navigation #237
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@ -243,6 +243,39 @@ pub struct Tree<T> {
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}
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*/
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// https://llimllib.github.io/pymag-trees/
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// I want to take advantage of the Wetherell Shannon algorithm, but I want some variations. In
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// their diagram, they got a tree that looks like this.
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//
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// O
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// |\
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// O O
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// |\ \ \
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// O O O O
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// |\ |\
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// O O O O
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//
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// In the same circumstance, what I want is this:
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//
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// O--
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// | \
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// O O
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// |\ |\
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// O O O O
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// |\
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// O O
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//
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// In order to keep things from being overly smooshed, I want to ensure that if a branch overlaps
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// with another branch, there is some extra drawing space. This might actually be similar to adding
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// the principal that "A parent should be centered over its children".
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//
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// So, given a tree, I need to know how many children exist at each level. Then I build parents
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// atop the children. At level 3, I have four children, and that happens to be the maximum width of
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// the graph.
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//
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// A bottom-up traversal:
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// - Figure out the number of nodes at each depth
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pub struct DepthTree(nary_tree::Tree<SizeNode>);
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impl Deref for DepthTree {
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@ -621,7 +654,7 @@ mod test {
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)))
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.node_id();
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let node_d = game_tree
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let _node_d = game_tree
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.get_mut(node_c)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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@ -630,7 +663,7 @@ mod test {
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)))
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.node_id();
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let node_e = game_tree
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let _node_e = game_tree
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.get_mut(node_c)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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@ -639,7 +672,7 @@ mod test {
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)))
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.node_id();
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let node_f = game_tree
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let _node_f = game_tree
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.get_mut(node_c)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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@ -648,7 +681,7 @@ mod test {
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)))
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.node_id();
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let node_g = game_tree
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let _node_g = game_tree
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.get_mut(node_a)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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@ -118,138 +118,3 @@ impl ReviewTree {
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}
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}
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// https://llimllib.github.io/pymag-trees/
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// I want to take advantage of the Wetherell Shannon algorithm, but I want some variations. In
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// their diagram, they got a tree that looks like this.
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//
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// O
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// |\
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// O O
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// |\ \ \
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// O O O O
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// |\ |\
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// O O O O
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//
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// In the same circumstance, what I want is this:
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//
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// O--
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// | \
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// O O
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// |\ |\
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// O O O O
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// |\
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// O O
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//
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// In order to keep things from being overly smooshed, I want to ensure that if a branch overlaps
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// with another branch, there is some extra drawing space. This might actually be similar to adding
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// the principal that "A parent should be centered over its children".
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//
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// So, given a tree, I need to know how many children exist at each level. Then I build parents
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// atop the children. At level 3, I have four children, and that happens to be the maximum width of
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// the graph.
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//
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// A bottom-up traversal:
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// - Figure out the number of nodes at each depth
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#[cfg(test)]
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mod test {
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use super::*;
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use sgf::{Color, GameNode, Move, MoveNode};
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#[test]
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fn it_calculates_width_for_single_node() {
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let node = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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assert_eq!(node_width(&node), 1);
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}
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#[test]
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fn it_calculates_width_for_node_with_children() {
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let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_b = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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let node_c = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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let node_d = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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node_a.children.push(node_b);
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node_a.children.push(node_c);
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node_a.children.push(node_d);
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assert_eq!(node_width(&GameNode::MoveNode(node_a)), 3);
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}
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// A
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// B E
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// C D
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#[test]
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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_b = 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 node_d = 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_d));
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assert_eq!(node_width(&GameNode::MoveNode(node_b.clone())), 2);
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node_a.children.push(GameNode::MoveNode(node_b));
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node_a.children.push(GameNode::MoveNode(node_e));
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assert_eq!(node_width(&GameNode::MoveNode(node_a)), 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_a_complex_tree() {
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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_c = 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 node_e = 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 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 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_e));
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node_c.children.push(GameNode::MoveNode(node_f));
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assert_eq!(node_width(&GameNode::MoveNode(node_c.clone())), 3);
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node_b.children.push(GameNode::MoveNode(node_c));
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assert_eq!(node_width(&GameNode::MoveNode(node_b.clone())), 3);
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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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// This should be 4 if I were collapsing levels correctly, but it is 5 until I return to
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// figure that step out.
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assert_eq!(node_width(&GameNode::MoveNode(node_a.clone())), 5);
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}
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#[test]
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fn a_nodes_children_get_separate_columns() {
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let mut node_a = MoveNode::new(Color::Black, Move::Move("dp".to_owned()));
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let node_b = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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let node_c = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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let node_d = GameNode::MoveNode(MoveNode::new(Color::Black, Move::Move("dp".to_owned())));
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node_a.children.push(node_b.clone());
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node_a.children.push(node_c.clone());
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node_a.children.push(node_d.clone());
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assert_eq!(
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node_children_columns(&GameNode::MoveNode(node_a)),
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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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