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@@ -6,11 +6,11 @@ struct ReadmeDoctests;
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use core::ops::RangeBounds;
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// TODO: pub struct ValidInstruction<I>(I);
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pub trait Game {
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type Score;
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type Stats;
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type Config;
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type Instruction;
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pub trait Game: Clone {
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type Score: Clone + core::fmt::Debug;
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type Stats: Clone + core::fmt::Debug;
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type Config: Clone + core::fmt::Debug;
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type Instruction: Clone + core::fmt::Debug;
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fn score(&self, stats: &Self::Stats, config: &Self::Config) -> Self::Score;
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fn possible_instructions(
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&self,
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@@ -312,6 +312,59 @@ impl<const CAP: usize> Pile<CAP, CAP> {
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}
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}
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#[derive(Clone, Debug)]
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pub enum SolveError {
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MovesBudgetExceeded,
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StatesBudgetExceeded,
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}
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impl std::fmt::Display for SolveError {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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write!(f, "{self:?}")
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}
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}
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impl std::error::Error for SolveError {}
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/// The solution tends to be very large with long chains of moves that go back to the same state.
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/// It is recommended to call .clean_solution() if the solution is actually going to be shown to a user.
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pub struct Solution<G: Game> {
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solution: Vec<StateSnapshot<G>>,
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}
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impl<G: Game + Eq + core::hash::Hash> Solution<G> {
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pub const fn raw_solution(&self) -> &[StateSnapshot<G>] {
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self.solution.as_slice()
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}
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/// Repeatedly remove the largest range of moves that goes back into the same state.
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/// This is a very expensive operation when the solution is very long!
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pub fn clean_solution(self) -> Vec<StateSnapshot<G>> {
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let mut history = self.solution;
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// history includes cycles
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let mut state_index: std::collections::HashMap<_, _> = history
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.iter()
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.enumerate()
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.map(|(i, snapshot)| (snapshot.state().clone(), i))
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.collect();
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// find the longest range where the start and end are the same state
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while let Some(longest_range) = history
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.iter()
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.enumerate()
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.filter_map(|(index, snapshot)| {
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let &last_index = state_index.get(snapshot.state())?;
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let longness = last_index - index;
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(longness != 0).then_some(index..last_index)
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})
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.max_by_key(|range| range.len())
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{
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history.drain(longest_range);
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for (i, snapshot) in history.iter().enumerate() {
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state_index.insert(snapshot.state().clone(), i);
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}
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}
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history
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}
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}
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#[derive(Clone, Debug)]
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pub enum SessionInstruction<I> {
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Undo,
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@@ -338,12 +391,16 @@ impl<S> SessionStats<S> {
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pub struct SessionConfig<C> {
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pub inner: C,
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pub undo_penalty: i32,
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pub solve_moves_budget: u64,
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pub solve_states_budget: u64,
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}
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impl<C> SessionConfig<C> {
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fn new_default(inner: C) -> Self {
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Self {
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inner,
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undo_penalty: -15,
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solve_moves_budget: 100_000,
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solve_states_budget: 100_000,
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}
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}
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}
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@@ -353,21 +410,33 @@ impl<C: Default> Default for SessionConfig<C> {
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}
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}
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#[derive(Clone, Debug)]
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pub struct Session<G: Game> {
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stats: SessionStats<G::Stats>,
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config: SessionConfig<G::Config>,
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state: SessionState<G>,
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}
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#[derive(Clone, Eq, Hash, PartialEq)]
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pub struct SessionState<G: Game> {
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seed: G,
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#[derive(Clone, Debug)]
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pub struct StateSnapshot<G: Game> {
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state: G,
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history: Vec<G::Instruction>,
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instruction: G::Instruction,
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}
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impl<G: Game> StateSnapshot<G> {
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pub const fn state(&self) -> &G {
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&self.state
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}
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pub const fn instruction(&self) -> &G::Instruction {
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&self.instruction
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}
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}
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#[derive(Clone, Debug)]
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pub struct SessionState<G: Game> {
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state: G,
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history: Vec<StateSnapshot<G>>,
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}
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impl<G: Game + Clone> SessionState<G> {
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fn new(state: G) -> Self {
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Self {
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seed: state.clone(),
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state,
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history: Vec::new(),
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}
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@@ -380,9 +449,9 @@ impl<G: Game> SessionState<G> {
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}
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impl<G: Game<Score = i32>> Session<G>
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where
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G: Clone + Eq + core::hash::Hash,
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G::Stats: Clone + Default,
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G::Instruction: Clone + Eq + core::hash::Hash,
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G: Eq + core::hash::Hash,
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G::Stats: Default,
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G::Instruction: Eq + core::hash::Hash,
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{
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pub fn new(state: G, config: SessionConfig<G::Config>) -> Self {
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Self {
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@@ -406,7 +475,7 @@ where
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pub const fn config(&self) -> &SessionConfig<G::Config> {
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&self.config
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}
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pub fn history(&self) -> &[G::Instruction] {
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pub fn history(&self) -> &[StateSnapshot<G>] {
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&self.state.history
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}
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pub fn undo(&mut self) {
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@@ -426,12 +495,50 @@ where
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pub fn is_win(&self) -> bool {
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self.state.is_win()
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}
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/// Attempt to produce a solution.
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pub fn solve(&self) -> Result<Option<Solution<G>>, SolveError> {
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let mut state_moves = std::collections::HashMap::new();
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let mut state = self.clone();
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let mut moves = 0;
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while !state.is_win() {
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moves += 1;
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if self.config.solve_moves_budget < moves {
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return Err(SolveError::MovesBudgetExceeded);
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}
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if self.config.solve_states_budget < state_moves.len() as u64 {
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return Err(SolveError::StatesBudgetExceeded);
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}
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// Continue existing iterator if it exists
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let it = state_moves
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.entry(state.state().state().clone())
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.or_insert_with(|| {
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state
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.state()
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.state()
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.possible_instructions(&self.config().inner)
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});
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// Run one possible move
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if let Some(instruction) = it.next() {
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state.process_instruction(instruction);
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continue;
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}
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// No more moves. If we can't undo we're done
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if state.history().is_empty() {
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return Ok(None);
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} else {
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state.undo();
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}
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}
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Ok(Some(Solution {
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solution: state.state.history,
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}))
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}
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}
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impl<G: Game<Score = i32>> Game for SessionState<G>
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where
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G: Clone,
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G::Stats: Default,
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G::Instruction: Clone,
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{
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type Score = i32;
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type Stats = SessionStats<G::Stats>;
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@@ -464,19 +571,16 @@ where
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) {
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match instruction {
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SessionInstruction::Undo => {
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// replay the entire history of the game except one move
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self.history.pop();
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let mut inner_stats = G::Stats::default();
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let mut state = self.seed.clone();
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for instruction in &self.history {
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state.process_instruction(&mut inner_stats, &config.inner, instruction.clone());
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if let Some(snapshot) = self.history.pop() {
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self.state = snapshot.state;
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stats.increment_undos();
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}
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self.state = state;
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stats.inner = inner_stats;
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stats.increment_undos();
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}
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SessionInstruction::InnerInstruction(instruction) => {
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self.history.push(instruction.clone());
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self.history.push(StateSnapshot {
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state: self.state.clone(),
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instruction: instruction.clone(),
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});
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self.state
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.process_instruction(&mut stats.inner, &config.inner, instruction);
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}
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