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@@ -11,7 +11,7 @@ pub fn move_snake(s: &mut Snake, dir: &Point) -> () {
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e.y = s[0].y + dir.y;
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s.insert(0, e);
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}
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pub fn will_self_collide(s: &Snake, dir: &Point) -> bool {
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pub fn snake_will_self_collide(s: &Snake, dir: &Point) -> bool {
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let next_head = Point {
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x: s[0].x + dir.x,
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y: s[0].y + dir.y,
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@@ -19,7 +19,27 @@ pub fn will_self_collide(s: &Snake, dir: &Point) -> bool {
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(&s[0..(s.len() - 1)]).contains(&next_head)
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}
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pub fn get_snake_head(s: &Snake) -> Point {
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s[0]
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}
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pub fn get_next_snake_head(s: &Snake, dir: &Point) -> Point {
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Point {
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x: s[0].x + dir.x,
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y: s[0].y + dir.y,
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}
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}
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#[test]
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fn it_should_return_head() {
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let s = vec![
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//
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Point { x: 3, y: 0 },
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Point { x: 2, y: 0 },
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Point { x: 1, y: 0 },
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];
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assert_eq!(get_snake_head(&s), Point { x: 3, y: 0 });
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}
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#[test]
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fn it_should_detect_self_collide() {
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let mut s = vec![
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@@ -35,11 +55,22 @@ fn it_should_detect_self_collide() {
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move_snake(&mut s, &DIRECTION_UP);
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move_snake(&mut s, &DIRECTION_LEFT);
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assert_eq!(will_self_collide(&s, &DIRECTION_DOWN), true);
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assert_eq!(snake_will_self_collide(&s, &DIRECTION_DOWN), true);
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move_snake(&mut s, &DIRECTION_LEFT);
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assert_eq!(will_self_collide(&s, &DIRECTION_DOWN), false);
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assert_eq!(snake_will_self_collide(&s, &DIRECTION_DOWN), false);
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}
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#[test]
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fn it_should_detect_self_collide_2() {
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let s = vec![
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//
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Point { x: 3, y: 0 },
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Point { x: 2, y: 0 },
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Point { x: 1, y: 0 },
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];
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assert_eq!(snake_will_self_collide(&s, &DIRECTION_LEFT), true);
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}
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#[test]
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fn it_should_move_snake() {
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@@ -1,21 +1,58 @@
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use std::collections::HashSet;
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use crate::grid::{Cell, Grid, Point, DIRECTIONS};
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use crate::snake::Snake;
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use crate::snake::{
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get_next_snake_head, get_snake_head, move_snake, snake_will_self_collide, Snake,
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};
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pub fn get_route_to_eat_all(
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grid: &Grid,
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walkable: Cell,
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initial_snake: &Snake,
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cells_to_eat: HashSet<Point>,
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) -> Vec<Snake> {
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let mut targets = cells_to_eat.clone();
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) -> Vec<Point> {
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// let mut targets: Vec<Point> = cells_to_eat.iter().map(|p| p.clone()).collect();
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while let Some(p) = targets.iter().next().cloned() {
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targets.remove(&p);
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let mut targets: Vec<&Point> = cells_to_eat.iter().collect();
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let mut open_list: HashSet<Snake> = HashSet::new();
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let mut path: Vec<Point> = Vec::new();
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let mut initial_snake = initial_snake.clone();
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while let Some(target) = targets.pop() {
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// prepare
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let mut open_list: HashSet<(Snake, Vec<Point>)> = HashSet::new();
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open_list.insert((initial_snake.clone(), Vec::new()));
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while let Some(x) = open_list.iter().next().cloned() {
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open_list.remove(&x);
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let snake = x.0;
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let mut sub_path = x.1;
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if get_snake_head(&snake) == *target {
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path.append(&mut sub_path);
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initial_snake = snake;
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break;
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}
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for dir in DIRECTIONS {}
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Vec::new()
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for dir in DIRECTIONS {
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if {
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let h = get_next_snake_head(&snake, &dir);
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grid.get_cell(&h) <= walkable
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} && !snake_will_self_collide(&snake, &dir)
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{
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let mut next_snake = snake.clone();
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move_snake(&mut next_snake, &dir);
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let mut next_sub_path = sub_path.clone();
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next_sub_path.push(dir.clone());
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open_list.insert((next_snake, next_sub_path));
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}
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}
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}
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}
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path
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}
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