feat: module 08 push chains
Movement planned in full, then committed: a Planner builds a plan (moving and destroyed ids) by running content's movement responses (OPEN/SHUT, PUSH, STOP) for every step, rolling back failed branches. Edge of level blocks; YOU objects move furthest-ahead first; rules are reparsed once after movement. Harness: move/move_dir(Dir), posOf, kindsAt. Expansion Drop: PULL as one word plus one content response. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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//! A level in play: the board, the words content provides, and the rules compiled
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//! from them. Every change to the board recompiles the rules from scratch: parse,
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//! then resolve. Every question about what an object is goes through `has_property`.
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//!
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//! A move (Module 8) is planned for each `YOU` object, then committed; the rules are
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//! reparsed once, after all of them.
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use super::grid::{Board, Kind, LevelDef, ObjectId};
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use super::movement::{Dir, Plan, Planner, Response};
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use super::parse::{parse, Rule};
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use super::resolve::resolve;
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use super::word::{Lexicon, WordDef};
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#[derive(Debug, Clone)]
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pub struct Level {
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board: Board,
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lexicon: Lexicon,
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responses: Vec<Response>,
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rules: Vec<Rule>,
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active: Vec<Rule>,
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}
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/// The property that makes an object move when the player moves.
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pub const YOU: &str = "YOU";
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impl Level {
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/// A level from its definition, the words content provides, and content's
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/// movement responses, in the order they are to run.
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pub fn new(def: &LevelDef, words: &[WordDef], responses: Vec<Response>) -> Level {
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let mut level = Level {
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board: Board::new(def.width, def.height),
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lexicon: Lexicon::new(words),
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responses,
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rules: vec![],
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active: vec![],
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};
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for o in &def.objects {
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level.board.place(Kind::parse(&o.kind), o.x, o.y);
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}
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level.reparse();
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level
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}
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pub fn place(&mut self, kind: &str, x: i32, y: i32) -> ObjectId {
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let id = self.board.place(Kind::parse(kind), x, y);
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self.reparse();
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id
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}
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pub fn board(&self) -> &Board {
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&self.board
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}
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/// The movement responses, in the order they run.
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pub fn responses(&self) -> &[Response] {
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&self.responses
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}
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/// Every rule the text spells, as parsed: negated rules and duplicates included.
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pub fn rules(&self) -> &[Rule] {
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&self.rules
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}
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/// The rules in force after the resolution pass.
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pub fn active_rules(&self) -> &[Rule] {
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&self.active
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}
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/// Does object `id` have `property`? Yes if an active rule gives it to a noun
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/// that names the object and no active negated rule takes it from one. A
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/// destroyed object has no properties.
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pub fn has_property(&self, id: ObjectId, property: &str) -> bool {
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let Some(object) = self.board.find(id) else {
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return false;
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};
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let kind = &object.kind;
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let about_it: Vec<&Rule> = self
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.active
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.iter()
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.filter(|r| r.complement == property && self.lexicon.names(&r.subject, kind))
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.collect();
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about_it.iter().any(|r| !r.negated) && !about_it.iter().any(|r| r.negated)
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}
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/// Move every `YOU` object one tile in `dir`, then reparse. The `YOU` objects
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/// move one at a time, the one furthest ahead in `dir` first (oldest first on a
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/// tie); each one's move is planned in full, then committed, before the next is
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/// planned. Every move uses the rules in force before the first.
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pub fn move_you(&mut self, dir: Dir) {
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let (dx, dy) = dir.delta();
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let mut you: Vec<_> = self
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.board
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.objects()
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.filter(|o| self.has_property(o.id, YOU))
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.map(|o| (-(o.x * dx + o.y * dy), o.id))
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.collect();
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you.sort();
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for (_, id) in you {
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if self.board.find(id).is_none() {
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continue; // destroyed by an earlier move
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}
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let mut planner = Planner::new(self, dir);
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if planner.try_move(id) {
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let plan = planner.into_plan();
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self.commit(&plan, dir);
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}
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}
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self.reparse();
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}
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fn commit(&mut self, plan: &Plan, dir: Dir) {
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for &id in &plan.destroyed {
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self.board.remove(id);
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}
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for &id in plan.moving.difference(&plan.destroyed) {
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self.board.shift(id, dir.delta());
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}
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}
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fn reparse(&mut self) {
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self.rules = parse(&self.board, &self.lexicon);
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self.active = resolve(&self.rules);
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}
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}
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