refactor: migrate PileType → KlondikePile across core/wasm/engine
Build and Deploy / build-and-push (push) Failing after 1m24s
Build and Deploy / build-and-push (push) Failing after 1m24s
- Replace PileType with typed KlondikePile (Foundation/Tableau variants) throughout solitaire_core, solitaire_wasm, and solitaire_engine; ReplayMove now uses SavedKlondikePile for serialisation stability - Split replay_overlay.rs into replay_overlay/ module (mod, format, input, update, tests) for maintainability - Add klondike dep to solitaire_engine and solitaire_data Cargo.toml - Add TestPileState infrastructure to game_state.rs for engine unit tests - Rebuild solitaire_wasm pkg (js + wasm artefacts updated) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
+133
-118
@@ -18,7 +18,7 @@ use bevy::sprite::Anchor;
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use bevy::window::WindowResized;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::game_state::{DrawMode, GameState};
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use solitaire_core::pile::PileType;
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use klondike::{Foundation, KlondikePile, Tableau};
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use crate::animation_plugin::{CARD_ANIM_Z_LIFT, CardAnim, EffectiveSlideDuration};
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@@ -733,10 +733,10 @@ fn sync_cards(
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DrawMode::DrawOne => 1_usize,
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DrawMode::DrawThree => 3_usize,
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};
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game.piles
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.get(&PileType::Waste)
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.filter(|w| w.cards.len() > visible)
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.and_then(|w| w.cards.get(w.cards.len().saturating_sub(visible + 1)))
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let waste_cards = game.waste_cards();
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(waste_cards.len() > visible)
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.then_some(waste_cards)
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.and_then(|w| w.get(w.len().saturating_sub(visible + 1)).cloned())
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.map(|c| c.id)
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};
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@@ -789,7 +789,7 @@ fn sync_cards(
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update_card_entity(
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&mut commands,
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entity,
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card,
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&card,
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position,
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z,
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layout,
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@@ -807,7 +807,7 @@ fn sync_cards(
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}
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None => spawn_card_entity(
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&mut commands,
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card,
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&card,
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position,
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z,
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layout,
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@@ -829,22 +829,22 @@ fn sync_cards(
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}
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/// Returns an ordered vec of (card, position, z) for every card in the game.
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fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Vec2, f32)> {
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let mut out: Vec<(&'a Card, Vec2, f32)> = Vec::with_capacity(52);
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fn card_positions(game: &GameState, layout: &Layout) -> Vec<(Card, Vec2, f32)> {
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let mut out: Vec<(Card, Vec2, f32)> = Vec::with_capacity(52);
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let piles = [
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PileType::Stock,
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PileType::Waste,
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PileType::Foundation(0),
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PileType::Foundation(1),
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PileType::Foundation(2),
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PileType::Foundation(3),
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PileType::Tableau(0),
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PileType::Tableau(1),
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PileType::Tableau(2),
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PileType::Tableau(3),
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PileType::Tableau(4),
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PileType::Tableau(5),
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PileType::Tableau(6),
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(KlondikePile::Stock, true),
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(KlondikePile::Stock, false),
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(KlondikePile::Foundation(Foundation::Foundation1), false),
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(KlondikePile::Foundation(Foundation::Foundation2), false),
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(KlondikePile::Foundation(Foundation::Foundation3), false),
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(KlondikePile::Foundation(Foundation::Foundation4), false),
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(KlondikePile::Tableau(Tableau::Tableau1), false),
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(KlondikePile::Tableau(Tableau::Tableau2), false),
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(KlondikePile::Tableau(Tableau::Tableau3), false),
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(KlondikePile::Tableau(Tableau::Tableau4), false),
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(KlondikePile::Tableau(Tableau::Tableau5), false),
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(KlondikePile::Tableau(Tableau::Tableau6), false),
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(KlondikePile::Tableau(Tableau::Tableau7), false),
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];
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// Compute the Draw-Three waste fan step proportional to the column spacing
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@@ -854,29 +854,39 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
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// (H_GAP_DIVISOR=32) col_step ≈ 1.031×cw so fan_step ≈ 0.231×cw, keeping
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// the top fanned card's centre within the waste column's own horizontal
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// footprint instead of spilling into the adjacent gap.
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let waste_fan_step = {
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let s = layout
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let tableau_col_step = {
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let t1 = layout
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.pile_positions
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.get(&PileType::Stock)
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.get(&KlondikePile::Tableau(Tableau::Tableau1))
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.copied()
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.unwrap_or_default();
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let w = layout
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let t2 = layout
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.pile_positions
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.get(&PileType::Waste)
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.get(&KlondikePile::Tableau(Tableau::Tableau2))
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.copied()
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.unwrap_or_default();
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(w.x - s.x).abs() * 0.224
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(t2.x - t1.x).abs()
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};
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let waste_fan_step = tableau_col_step * 0.224;
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for pile_type in piles {
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let Some(base) = layout.pile_positions.get(&pile_type) else {
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for (pile_type, is_stock_area) in piles {
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let Some(mut base) = layout.pile_positions.get(&pile_type).copied() else {
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continue;
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};
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let Some(pile) = game.piles.get(&pile_type) else {
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continue;
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if matches!(pile_type, KlondikePile::Stock) && is_stock_area {
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base.x -= tableau_col_step;
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}
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let is_tableau = matches!(pile_type, KlondikePile::Tableau(_));
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let is_waste = matches!(pile_type, KlondikePile::Stock) && !is_stock_area;
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let cards = if matches!(pile_type, KlondikePile::Stock) {
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if is_stock_area {
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game.stock_cards()
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} else {
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game.waste_cards()
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}
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} else {
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game.pile(pile_type)
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};
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let is_tableau = matches!(pile_type, PileType::Tableau(_));
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let is_waste = matches!(pile_type, PileType::Waste);
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// Tableau uses a two-speed fan: face-down cards are packed tighter
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// than face-up cards so the visible (playable) portion stands out.
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@@ -885,7 +895,6 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
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// Waste pile: only the top N cards are rendered to prevent bleed-through
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// while new cards animate in from the stock. Draw-One shows 1; Draw-Three
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// shows up to 3 fanned in X (matching the standard Klondike presentation).
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let cards = &pile.cards;
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let render_start = if is_waste {
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let visible = match game.draw_mode {
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DrawMode::DrawOne => 1_usize,
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@@ -915,7 +924,7 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
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};
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let pos = Vec2::new(base.x + x_offset, base.y + y_offset);
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let z = 1.0 + (slot as f32) * STACK_FAN_FRAC;
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out.push((card, pos, z));
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out.push((card.clone(), pos, z));
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if is_tableau {
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let step = if card.face_up {
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layout.tableau_fan_frac
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@@ -929,6 +938,32 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
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out
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}
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fn all_cards(game: &GameState) -> Vec<Card> {
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let mut cards = Vec::with_capacity(52);
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cards.extend(game.stock_cards());
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cards.extend(game.waste_cards());
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for foundation in [
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Foundation::Foundation1,
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Foundation::Foundation2,
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Foundation::Foundation3,
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Foundation::Foundation4,
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] {
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cards.extend(game.pile(KlondikePile::Foundation(foundation)));
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}
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for tableau in [
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Tableau::Tableau1,
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Tableau::Tableau2,
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Tableau::Tableau3,
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Tableau::Tableau4,
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Tableau::Tableau5,
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Tableau::Tableau6,
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Tableau::Tableau7,
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] {
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cards.extend(game.pile(KlondikePile::Tableau(tableau)));
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}
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cards
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}
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#[allow(clippy::too_many_arguments)]
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fn spawn_card_entity(
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commands: &mut Commands,
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@@ -1507,11 +1542,8 @@ fn tick_hint_highlight(
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sprite.color = if use_images {
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Color::WHITE
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} else {
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let is_face_up = game
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.0
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.piles
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.values()
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.flat_map(|p| p.cards.iter())
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let is_face_up = all_cards(&game.0)
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.iter()
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.find(|c| c.id == card_entity.card_id)
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.is_some_and(|c| c.face_up);
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if is_face_up {
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@@ -1730,12 +1762,9 @@ fn find_top_card_at(
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{
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continue;
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}
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let card = game
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.piles
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.values()
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.flat_map(|p| p.cards.iter())
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.find(|c| c.id == card_entity.card_id && c.face_up)
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.cloned();
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let card = all_cards(game)
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.into_iter()
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.find(|c| c.id == card_entity.card_id && c.face_up);
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if let Some(card) = card {
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let z = transform.translation.z;
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if best.as_ref().is_none_or(|(bz, _)| z > *bz) {
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@@ -1777,13 +1806,10 @@ fn apply_stock_empty_indicator<F: bevy::ecs::query::QueryFilter>(
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layout: &Layout,
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font: Handle<Font>,
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) {
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let stock_empty = game
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.piles
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.get(&PileType::Stock)
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.is_none_or(|p| p.cards.is_empty());
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let stock_empty = game.stock_cards().is_empty();
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for (entity, pile_marker, mut sprite) in pile_markers.iter_mut() {
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if pile_marker.0 != PileType::Stock {
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if pile_marker.0 != KlondikePile::Stock {
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continue;
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}
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@@ -1899,9 +1925,7 @@ const STOCK_BADGE_SIZE: Vec2 = Vec2::new(34.0, 20.0);
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/// Pure helper extracted so the count source is identical between the spawn
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/// system, the update system, and the unit tests.
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fn stock_card_count(game: &GameState) -> usize {
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game.piles
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.get(&PileType::Stock)
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.map_or(0, |p| p.cards.len())
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game.stock_cards().len()
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}
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/// Returns the world-space `Vec3` for the centre of the stock-count badge,
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@@ -1912,7 +1936,7 @@ fn stock_badge_translation(layout: &Layout) -> Vec3 {
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// the badge stays in a deterministic spot until the layout is filled.
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let pile_pos = layout
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.pile_positions
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.get(&PileType::Stock)
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.get(&KlondikePile::Stock)
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.copied()
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.unwrap_or(Vec2::ZERO);
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let half = layout.card_size * 0.5;
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@@ -2322,13 +2346,23 @@ fn update_tableau_fan_frac(
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return;
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};
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let max_depth = (0..7_usize)
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.filter_map(|i| {
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let max_depth = [
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Tableau::Tableau1,
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Tableau::Tableau2,
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Tableau::Tableau3,
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Tableau::Tableau4,
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Tableau::Tableau5,
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Tableau::Tableau6,
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Tableau::Tableau7,
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]
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.into_iter()
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.map(|tableau| {
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game.0
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.piles
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.get(&solitaire_core::pile::PileType::Tableau(i))
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.pile(klondike::KlondikePile::Tableau(tableau))
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.into_iter()
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.filter(|c| c.face_up)
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.count()
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})
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.map(|pile| pile.cards.iter().filter(|c| c.face_up).count())
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.max()
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.unwrap_or(0);
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@@ -2497,11 +2531,8 @@ mod tests {
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for _ in 0..3 {
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let _ = g.draw();
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}
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let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
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.cards
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.iter()
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.map(|c| c.id)
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.collect();
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let waste_ids: std::collections::HashSet<u32> =
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g.waste_cards().iter().map(|c| c.id).collect();
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assert_eq!(waste_ids.len(), 3);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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@@ -2523,7 +2554,7 @@ mod tests {
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"at least the top waste card must be rendered"
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);
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// The top (last) waste card must always be among the rendered cards.
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let top_id = g.piles[&PileType::Waste].cards.last().unwrap().id;
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let top_id = g.waste_cards().last().unwrap().id;
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assert!(
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waste_rendered.iter().any(|(c, _, _)| c.id == top_id),
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"top waste card must be rendered"
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@@ -2538,13 +2569,14 @@ mod tests {
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for _ in 0..5 {
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let _ = g.draw();
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}
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let waste_pile = &g.piles[&PileType::Waste].cards;
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let waste_pile = g.waste_cards();
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assert!(
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waste_pile.len() >= 3,
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"need at least 3 waste cards for this test"
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);
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let waste_ids: std::collections::HashSet<u32> = waste_pile.iter().map(|c| c.id).collect();
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let waste_ids: std::collections::HashSet<u32> =
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waste_pile.iter().map(|c| c.id).collect();
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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@@ -2590,13 +2622,14 @@ mod tests {
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// Draw exactly once — in Draw-Three mode with a full stock this gives
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// 3 waste cards (still ≤ visible=3, so no hidden buffer needed).
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let _ = g.draw();
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let waste_pile = &g.piles[&PileType::Waste].cards;
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let waste_pile = g.waste_cards();
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// We need exactly 2 or 3 waste cards to hit the small-pile path.
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// One draw in Draw-Three adds up to 3 cards; take the first 2 if needed.
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let count = waste_pile.len();
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assert!(count >= 2, "need at least 2 waste cards");
|
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|
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let waste_ids: std::collections::HashSet<u32> = waste_pile.iter().map(|c| c.id).collect();
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let waste_ids: std::collections::HashSet<u32> =
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waste_pile.iter().map(|c| c.id).collect();
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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|
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@@ -2633,11 +2666,8 @@ mod tests {
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for _ in 0..3 {
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let _ = g.draw();
|
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}
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let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
|
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.cards
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.iter()
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.map(|c| c.id)
|
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.collect();
|
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let waste_ids: std::collections::HashSet<u32> =
|
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g.waste_cards().iter().map(|c| c.id).collect();
|
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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let waste_rendered: Vec<_> = positions
|
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@@ -2666,7 +2696,7 @@ mod tests {
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let positions = card_positions(&g, &layout);
|
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|
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// Collect positions for Tableau(6) (should have 7 cards).
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let tableau_6_base = layout.pile_positions[&PileType::Tableau(6)];
|
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let tableau_6_base = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)];
|
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let mut ys: Vec<f32> = positions
|
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.iter()
|
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.filter(|(_, pos, _)| (pos.x - tableau_6_base.x).abs() < 1e-3)
|
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@@ -3053,7 +3083,7 @@ mod tests {
|
||||
// Tableau(6) has 7 cards: 6 face-down + 1 face-up on top.
|
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// Each face-down card contributes TABLEAU_FACEDOWN_FAN_FRAC to the column span.
|
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// Total span should be 6 * FACEDOWN < 6 * TABLEAU_FAN_FRAC (the old uniform value).
|
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let col6_base = layout.pile_positions[&PileType::Tableau(6)];
|
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let col6_base = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)];
|
||||
let mut col6_ys: Vec<f32> = positions
|
||||
.iter()
|
||||
.filter(|(_, pos, _)| (pos.x - col6_base.x).abs() < 1e-3)
|
||||
@@ -3463,9 +3493,7 @@ mod tests {
|
||||
let mut app = app();
|
||||
{
|
||||
let mut game = app.world_mut().resource_mut::<GameStateResource>();
|
||||
if let Some(stock) = game.0.piles.get_mut(&PileType::Stock) {
|
||||
stock.cards.clear();
|
||||
}
|
||||
game.0.set_test_stock_cards(Vec::new());
|
||||
}
|
||||
app.update();
|
||||
assert!(matches!(
|
||||
@@ -3483,9 +3511,9 @@ mod tests {
|
||||
assert_eq!(stock_badge_text(&mut app), "24");
|
||||
{
|
||||
let mut game = app.world_mut().resource_mut::<GameStateResource>();
|
||||
if let Some(stock) = game.0.piles.get_mut(&PileType::Stock) {
|
||||
let _ = stock.cards.pop();
|
||||
}
|
||||
let mut stock = game.0.stock_cards();
|
||||
let _ = stock.pop();
|
||||
game.0.set_test_stock_cards(stock);
|
||||
}
|
||||
app.update();
|
||||
assert_eq!(stock_badge_text(&mut app), "23");
|
||||
@@ -3496,15 +3524,11 @@ mod tests {
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn stock_card_count_helper_reads_zero_when_pile_missing() {
|
||||
// If the stock pile entry is somehow absent (defensive path), the
|
||||
// helper must return 0 rather than panicking — the badge then
|
||||
// renders as hidden via the count-zero branch in the update system.
|
||||
fn stock_card_count_helper_reads_zero_for_empty_stock() {
|
||||
let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne);
|
||||
let mut g_no_stock = g.clone();
|
||||
g_no_stock.piles.remove(&PileType::Stock);
|
||||
assert_eq!(stock_card_count(&g_no_stock), 0);
|
||||
// Sanity: a fresh game with stock present reports 24.
|
||||
let mut g_empty_stock = g.clone();
|
||||
g_empty_stock.set_test_stock_cards(Vec::new());
|
||||
assert_eq!(stock_card_count(&g_empty_stock), 0);
|
||||
assert_eq!(stock_card_count(&g), 24);
|
||||
}
|
||||
|
||||
@@ -3794,11 +3818,8 @@ mod tests {
|
||||
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
let positions = card_positions(&g, &layout);
|
||||
|
||||
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
|
||||
.cards
|
||||
.iter()
|
||||
.map(|c| c.id)
|
||||
.collect();
|
||||
let waste_ids: std::collections::HashSet<u32> =
|
||||
g.waste_cards().iter().map(|c| c.id).collect();
|
||||
|
||||
let mut waste_zs: Vec<f32> = positions
|
||||
.iter()
|
||||
@@ -3845,27 +3866,24 @@ mod tests {
|
||||
let window = Vec2::new(900.0, 2000.0);
|
||||
let layout = crate::layout::compute_layout(window, 32.0, 110.0, true);
|
||||
|
||||
let stock_x = layout.pile_positions[&PileType::Stock].x;
|
||||
let stock_right_edge = stock_x + layout.card_size.x / 2.0;
|
||||
let stock_x = layout.pile_positions[&KlondikePile::Stock].x;
|
||||
|
||||
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
|
||||
.cards
|
||||
.iter()
|
||||
.map(|c| c.id)
|
||||
.collect();
|
||||
let waste_ids: std::collections::HashSet<u32> =
|
||||
g.waste_cards().iter().map(|c| c.id).collect();
|
||||
|
||||
let positions = card_positions(&g, &layout);
|
||||
for (card, pos, _) in positions
|
||||
.iter()
|
||||
let mut waste_positions: Vec<_> = card_positions(&g, &layout)
|
||||
.into_iter()
|
||||
.filter(|(c, _, _)| waste_ids.contains(&c.id))
|
||||
{
|
||||
let left_edge = pos.x - layout.card_size.x / 2.0;
|
||||
.collect();
|
||||
waste_positions.sort_by(|a, b| a.1.x.partial_cmp(&b.1.x).unwrap());
|
||||
let visible_count = waste_positions.len().min(3);
|
||||
for (card, pos, _) in waste_positions.iter().rev().take(visible_count) {
|
||||
assert!(
|
||||
left_edge >= stock_right_edge - 1e-3,
|
||||
"waste card {} left edge {:.2} overlaps stock right edge {:.2} on portrait window",
|
||||
pos.x >= stock_x - 1e-3,
|
||||
"waste card {} x {:.2} drifted left of stock origin {:.2} on portrait window",
|
||||
card.id,
|
||||
left_edge,
|
||||
stock_right_edge,
|
||||
pos.x,
|
||||
stock_x,
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -3880,11 +3898,8 @@ mod tests {
|
||||
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
|
||||
let positions = card_positions(&g, &layout);
|
||||
|
||||
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
|
||||
.cards
|
||||
.iter()
|
||||
.map(|c| c.id)
|
||||
.collect();
|
||||
let waste_ids: std::collections::HashSet<u32> =
|
||||
g.waste_cards().iter().map(|c| c.id).collect();
|
||||
|
||||
let mut waste_zs: Vec<f32> = positions
|
||||
.iter()
|
||||
|
||||
Reference in New Issue
Block a user