sideways #1
@@ -56,11 +56,7 @@ impl AI for Ant {
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if !choice.is_none() {
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let pos = choice.unwrap();
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if w.cleared.contains(&pos) {
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let old_pos = self.pos;
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self.pos = pos;
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w.update_occupied(&old_pos, &pos);
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} else {
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w.clear(pos);
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}
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}
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@@ -94,9 +90,7 @@ impl AI for Queen {
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self.egg_count += 1;
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return BoardCommand::LayEgg(pos, self.id);
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} else {
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let old_pos = self.pos;
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self.pos = pos;
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w.update_occupied(&old_pos, &pos);
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}
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}
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}
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+41
-4
@@ -6,12 +6,49 @@ pub struct Point(pub i32, pub i32);
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impl Point {
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pub fn get_neighbors(&self) -> Vec<Point> {
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vec![
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Point(self.0, self.1 + 1),
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Point(self.0, self.1 - 1),
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Point(self.0 - 1, self.1),
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Point(self.0 + 1, self.1),
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self.left(),
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self.right(),
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self.up(),
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self.down()
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]
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}
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pub fn is_above(&self, other: &Point) -> bool {
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other.up() == *self
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}
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pub fn is_below(&self, other: &Point) -> bool {
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other.down() == *self
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}
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pub fn is_left(&self, other: &Point) -> bool {
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other.left() == *self
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}
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pub fn is_right(&self, other:&Point) -> bool {
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other.right() == *self
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}
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pub fn is_adjacent(&self, other: &Point) -> bool {
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other.is_left(self) || other.is_right(self)
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}
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pub fn left(&self) -> Point {
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Point(self.0 - 1, self.1)
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}
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pub fn right(&self) -> Point {
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Point(self.0 + 1, self.1)
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}
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// y values are reversed in ncurses
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pub fn down(&self) -> Point {
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Point(self.0, self.1 + 1)
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}
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pub fn up(&self) -> Point {
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Point(self.0, self.1 - 1)
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}
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}
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fn manhattan(c1: &Point, c2: &Point) -> i32 {
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+2
-2
@@ -32,7 +32,7 @@ impl Screen {
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}
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pub fn is_in_bounds(&self, pos: &Point) -> bool {
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(pos.0 > -self.max_x && pos.0 < self.max_x) && (pos.1 > -self.max_y && pos.1 < self.max_y)
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(pos.0 >= 0 && pos.0 < self.max_x) && (pos.1 >= 0 && pos.1 < self.max_y)
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}
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pub fn get_valid_movements(&self, pos: &Point) -> Vec<Point> {
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@@ -45,7 +45,7 @@ impl Screen {
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}
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pub fn render(&self, p: &Point, char: &str) {
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mvprintw(p.1 + self.center.1, p.0 + self.center.0, char);
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mvprintw(p.1, p.0, char);
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}
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pub fn get_dimensions(&self) -> (Point, Point) {
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+23
-14
@@ -1,21 +1,19 @@
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use crate::lib::screen::{Screen, BoardCommand};
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use crate::lib::entity::{Ant, Egg, Entities, Food, Queen};
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use crate::lib::point::Point;
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use crate::lib::entity::{Entities, Queen, Egg, Ant, Food};
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use crate::lib::screen::{BoardCommand, Screen};
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use std::collections::HashSet;
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#[derive(Clone)]
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pub struct World {
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pub cleared: HashSet<Point>,
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pub occupied: HashSet<Point>,
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pub food: HashSet<u32>
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pub food: HashSet<u32>,
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}
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impl World {
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pub fn new() -> World {
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World {
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cleared: HashSet::new(),
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occupied: HashSet::new(),
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food: HashSet::new()
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food: HashSet::new(),
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}
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}
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@@ -23,23 +21,34 @@ impl World {
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self.cleared.insert(pos);
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}
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pub fn is_valid_movement(&self, pos: &Point, b: &Screen) -> bool {
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b.is_in_bounds(pos) && !self.occupied.contains(pos)
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pub fn is_valid_movement(&self, current_pos: &Point, target: &Point, b: &Screen) -> bool {
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let mut safe = true;
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if target.is_above(current_pos) {
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safe =
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!self.cleared.contains(&target.left()) || !self.cleared.contains(&target.right());
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}
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if target.is_adjacent(current_pos) {
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let target_down = target.down();
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if self.cleared.contains(&target_down) {
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safe = !self.cleared.contains(&target_down.left())
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|| !self.cleared.contains(&target_down.right());
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} else {
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safe = !self.cleared.contains(&target.down());
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}
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}
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b.is_in_bounds(target) && safe
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}
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pub fn get_valid_movements(&self, pos: &Point, b: &Screen) -> Vec<Point> {
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let moves = b.get_valid_movements(pos);
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moves
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.iter()
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.filter(|p| !self.occupied.contains(p))
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.filter(|p| self.is_valid_movement(pos, p, b))
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.map(|p| p.clone())
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.collect()
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}
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pub fn update_occupied(&mut self, old: &Point, new: &Point) {
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self.occupied.remove(old);
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self.occupied.insert(*new);
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}
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}
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pub fn render(e: &Entities, w: &World, b: &Screen) {
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+10
-5
@@ -24,12 +24,17 @@ fn main() {
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let mut world = World::new();
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let mut entities = Entities::new();
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let q = Queen::new(0,0);
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let q = Queen::new(3,0);
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entities.add_entity(&q);
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for i in -3..3 {
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for j in -3..3 {
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world.clear(Point(i, j));
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for i in 0..6 {
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for j in 0..6 {
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if j != 1 {
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world.clear(Point(i, j));
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} else {
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world.clear(Point(0, j));
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world.clear(Point(5, j));
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}
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}
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}
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@@ -37,7 +42,7 @@ fn main() {
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// TODO: add way to break out of the loop by hitting a random key
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simulate(&mut entities, &mut world, &mut board);
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render(&entities, &world, &board);
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sleep(time::Duration::from_millis(100));
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sleep(time::Duration::from_millis(1000));
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refresh();
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}
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endwin();
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Reference in New Issue
Block a user