Merge branch 'worktree-agent-ab151ac84f067999f' into revise/edge-cases-and-sources
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@@ -5,7 +5,7 @@ The course's own engine as of the end of Module 9. Part I's card engine is uncha
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- `cards/` (at the crate root; not in this directory): Part I's card data, a copy of `course/cards/` staged by `tools/verify-references.mjs`. Part II doesn't read it.
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- `src/engine/puzzle/`: the Part II engine. It names no noun: the engine's own words are the operators `IS`, `AND`, `NOT`, the meta-noun `TEXT`, the property `PUSH` of the base rule `TEXT IS PUSH`, the property `YOU`, which picks the objects that move, and from Module 9 the properties `WIN` (the win check) and `FLOAT` (which objects share a tile).
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- `turn.rs` (new): the turn. `Phase`, `TURN` (the phases in order) and `Hazard` (content's rule for what destroys what).
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- `level.rs`: a level in play. Module 9 adds `Level::step`, which runs the phases of `TURN`; the conversion phase (`X IS Y` in place, `X IS X` locks, `X IS NOT X` deletes); the hazards phase, which runs content's hazards in order; the win check; `Level::sharing` (the other objects on a tile at the same float level); `won` and `lost`. `Level::new` takes the hazards. `move_you` is now movement, then a reparse.
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- `level.rs`: a level in play. Module 9 adds `Level::step`, which runs the phases of `TURN`; the conversion phase (`X IS Y` in place, `X IS X` locks, `X IS NOT X` deletes, and `... IS NOT Y` keeps every object it names from becoming a `Y`, as `has_property` settles negation per object); the hazards phase, which runs content's hazards in order; the win check; `Level::sharing` (the other objects on a tile at the same float level); `won` and `lost`. `Level::new` takes the hazards. `move_you` is now movement, then a reparse.
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- `grid.rs`: Module 9 adds `Board::set_kind`.
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- `word.rs`: Module 9 adds `Lexicon::thing_named` (what a conversion into a noun makes).
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- `movement.rs`, `parse.rs`, `resolve.rs`: unchanged.
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@@ -13,7 +13,7 @@ The course's own engine as of the end of Module 9. Part I's card engine is uncha
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- The rest of `src/engine/`: Part I, unchanged.
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- `src/content/hazards.rs` (new) and `src/content/mod.rs`: the hazards, in the order the engine runs them: `SINK`, `HOT`/`MELT`, `DEFEAT`. What destroys what at the end of a turn is content, not engine.
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- `src/content/movement.rs`: unchanged.
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- `src/content/words.json`: Module 9 adds `HOT`, `MELT`, `SINK`, `DEFEAT` and `FLOAT`.
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- `src/content/words.json`: Module 9 adds `HOT`, `MELT`, `SINK`, `DEFEAT` and `FLOAT`, and `ALL`, the Module 7 Expansion Drop, which the Module 9 tests need.
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- `src/harness.rs`: the adapter the course tests call. Module 9 adds `Baba::step`, `Baba::won` and `Baba::lost`.
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Run it with the module's tests: `node tools/verify-references.mjs 09` from the course repository.
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@@ -8,6 +8,7 @@
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{ "name": "DOOR", "role": "noun" },
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{ "name": "SKULL", "role": "noun" },
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{ "name": "WATER", "role": "noun" },
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{ "name": "ALL", "role": "noun", "selects": "things" },
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{ "name": "YOU", "role": "property" },
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{ "name": "WIN", "role": "property" },
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{ "name": "PUSH", "role": "property" },
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@@ -8,6 +8,8 @@
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//! A turn (Module 9) runs the phases of `TURN` in order: movement, parse,
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//! conversion, parse, content's hazards, the win check, parse.
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use std::collections::BTreeSet;
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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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@@ -146,6 +148,10 @@ impl Level {
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/// (oldest first on a tie); each one's move is planned in full, then committed,
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/// before the next is planned. Every move uses the rules in force before the
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/// first.
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///
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/// An object steps at most once in a movement phase. A `YOU` object that an
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/// earlier move already carried along (pushed, or moved by any other response)
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/// doesn't start a move of its own, and no later move can make it step again.
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fn movement(&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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@@ -155,14 +161,19 @@ impl Level {
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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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let mut stepped = BTreeSet::new();
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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 stepped.contains(&id) {
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continue; // already moved, by an earlier move
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}
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let mut planner = Planner::new(self, dir, &stepped);
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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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stepped.extend(plan.moving.difference(&plan.destroyed));
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}
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}
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}
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@@ -182,6 +193,10 @@ impl Level {
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/// object blocks this. An object named by `X IS NOT X` is deleted, and still
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/// makes its `Y`s, as new objects: the negation cancelled `X IS X`.
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///
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/// Negation is settled per object, as in `has_property`: an object doesn't
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/// become a `Y` if any active `... IS NOT Y` names it, whatever noun gave it the
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/// conversion (`ALL IS Y` with `X IS NOT Y` leaves every X an X).
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///
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/// Every object is decided from the board as movement left it, before any
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/// changes, so `X IS Y` and `Y IS X` swap the Xs and the Ys.
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fn convert(&mut self) {
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@@ -197,6 +212,10 @@ impl Level {
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let mut into: Vec<Kind> = vec![];
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if !locked {
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for r in about_it.iter().filter(|r| !r.negated && r.is_conversion()) {
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let negated = |n: &&Rule| n.negated && n.complement == r.complement;
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if about_it.iter().any(negated) {
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continue;
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}
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match self.lexicon.thing_named(&r.complement) {
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Some(kind) if kind != o.kind && !into.contains(&kind) => into.push(kind),
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_ => {}
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@@ -59,18 +59,22 @@ pub struct Plan {
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pub destroyed: BTreeSet<ObjectId>,
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}
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/// Plans one move on a board it only reads.
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/// Plans one move on a board it only reads. `stepped` holds the objects that have
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/// already stepped in this movement phase, in an earlier committed plan: an object
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/// steps at most once per phase, so none of them can step again.
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pub struct Planner<'a> {
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level: &'a Level,
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dir: Dir,
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stepped: &'a BTreeSet<ObjectId>,
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plan: Plan,
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}
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impl<'a> Planner<'a> {
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pub fn new(level: &'a Level, dir: Dir) -> Planner<'a> {
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pub fn new(level: &'a Level, dir: Dir, stepped: &'a BTreeSet<ObjectId>) -> Planner<'a> {
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Planner {
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level,
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dir,
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stepped,
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plan: Plan::default(),
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}
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}
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@@ -100,11 +104,16 @@ impl<'a> Planner<'a> {
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/// Plan object `id` stepping one tile in the move's direction, with whatever
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/// the responses add. Returns whether it can. If it can't, the plan is left as
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/// it was before the call. An object already planned to move, or to be
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/// destroyed, is out of the way: the answer is yes, and nothing is added.
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/// destroyed, is out of the way: the answer is yes, and nothing is added. An
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/// object that has already stepped in this movement phase can't step again: the
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/// answer is no.
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pub fn try_move(&mut self, id: ObjectId) -> bool {
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if self.plan.moving.contains(&id) || self.plan.destroyed.contains(&id) {
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return true;
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}
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if self.stepped.contains(&id) {
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return false;
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}
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let level = self.level;
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let o = level.board().get(id);
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let (dx, dy) = self.dir.delta();
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@@ -5,7 +5,7 @@ The course's own engine as of the end of Module 9. Part I's card engine is uncha
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- `cards/` (at the package root; not in this directory): Part I's card data, a copy of `course/cards/` staged by `tools/verify-references.mjs`. Part II doesn't read it.
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- `src/engine/puzzle/`: the Part II engine. It names no noun: the engine's own words are the operators `IS`, `AND`, `NOT`, the meta-noun `TEXT`, the property `PUSH` of the base rule `TEXT IS PUSH`, the property `YOU`, which picks the objects that move, and from Module 9 the properties `WIN` (the win check) and `FLOAT` (which objects share a tile).
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- `turn.ts` (new): the turn. `Phase`, `TURN` (the phases in order) and `Hazard` (content's rule for what destroys what).
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- `level.ts`: a level in play. Module 9 adds `Level.step`, which runs the phases of `TURN`; the conversion phase (`X IS Y` in place, `X IS X` locks, `X IS NOT X` deletes); the hazards phase, which runs content's hazards in order; the win check; `Level.sharing` (the other objects on a tile at the same float level); `won` and `lost`. The `Level` constructor takes the hazards. `moveYou` is now movement, then a reparse.
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- `level.ts`: a level in play. Module 9 adds `Level.step`, which runs the phases of `TURN`; the conversion phase (`X IS Y` in place, `X IS X` locks, `X IS NOT X` deletes, and `... IS NOT Y` keeps every object it names from becoming a `Y`, as `hasProperty` settles negation per object); the hazards phase, which runs content's hazards in order; the win check; `Level.sharing` (the other objects on a tile at the same float level); `won` and `lost`. The `Level` constructor takes the hazards. `moveYou` is now movement, then a reparse.
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- `grid.ts`: Module 9 adds `Board.setKind`.
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- `word.ts`: Module 9 adds `Lexicon.thingNamed` (what a conversion into a noun makes).
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- `movement.ts`, `parse.ts`, `resolve.ts`: unchanged.
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@@ -13,7 +13,7 @@ The course's own engine as of the end of Module 9. Part I's card engine is uncha
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- The rest of `src/engine/`: Part I, unchanged.
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- `src/content/hazards.ts` (new) and `src/content/index.ts`: the hazards, in the order the engine runs them: `SINK`, `HOT`/`MELT`, `DEFEAT`. What destroys what at the end of a turn is content, not engine.
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- `src/content/movement.ts`: unchanged.
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- `src/content/words.json`: Module 9 adds `HOT`, `MELT`, `SINK`, `DEFEAT` and `FLOAT`.
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- `src/content/words.json`: Module 9 adds `HOT`, `MELT`, `SINK`, `DEFEAT` and `FLOAT`, and `ALL`, the Module 7 Expansion Drop, which the Module 9 tests need.
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- `src/harness.ts`: the adapter the course tests call. Module 9 adds `step`, `won` and `lost` on `Baba`.
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Run it with the module's tests: `node tools/verify-references.mjs 09` from the course repository.
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@@ -8,6 +8,7 @@
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{ "name": "DOOR", "role": "noun" },
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{ "name": "SKULL", "role": "noun" },
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{ "name": "WATER", "role": "noun" },
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{ "name": "ALL", "role": "noun", "selects": "things" },
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{ "name": "YOU", "role": "property" },
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{ "name": "WIN", "role": "property" },
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{ "name": "PUSH", "role": "property" },
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@@ -141,6 +141,10 @@ export class Level {
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* The `YOU` objects move one at a time, the one furthest ahead in `dir` first
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* (oldest first on a tie); each one's move is planned in full, then committed,
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* before the next is planned. Every move uses the rules in force before the first.
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*
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* An object steps at most once in a movement phase. A `YOU` object that an
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* earlier move already carried along (pushed, or moved by any other response)
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* doesn't start a move of its own, and no later move can make it step again.
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*/
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private movement(dir: Dir): void {
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const [dx, dy] = delta(dir);
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@@ -150,10 +154,15 @@ export class Level {
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.filter((o) => this.hasProperty(o.id, YOU))
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.sort((a, b) => ahead(b) - ahead(a) || a.id - b.id)
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.map((o) => o.id);
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const stepped = new Set<ObjectId>();
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for (const id of you) {
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if (this.board.find(id) === undefined) continue; // destroyed by an earlier move
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const planner = new Planner(this, dir);
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if (planner.tryMove(id)) this.commit(planner.result(), dir);
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if (stepped.has(id)) continue; // already moved, by an earlier move
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const planner = new Planner(this, dir, stepped);
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if (!planner.tryMove(id)) continue;
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const plan = planner.result();
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this.commit(plan, dir);
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for (const moved of plan.moving) if (!plan.destroyed.has(moved)) stepped.add(moved);
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}
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}
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@@ -169,6 +178,10 @@ export class Level {
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* this. An object named by `X IS NOT X` is deleted, and still makes its `Y`s,
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* as new objects: the negation cancelled `X IS X`.
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*
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* Negation is settled per object, as in `hasProperty`: an object doesn't become
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* a `Y` if any active `... IS NOT Y` names it, whatever noun gave it the
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* conversion (`ALL IS Y` with `X IS NOT Y` leaves every X an X).
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*
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* Every object is decided from the board as movement left it, before any
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* changes, so `X IS Y` and `Y IS X` swap the Xs and the Ys.
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*/
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@@ -182,6 +195,7 @@ export class Level {
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if (!locked) {
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for (const r of aboutIt) {
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if (r.negated || !isConversion(r)) continue;
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if (aboutIt.some((n) => n.negated && n.complement === r.complement)) continue;
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const kind = this.lexicon.thingNamed(r.complement);
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if (kind === undefined) continue;
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const same = (k: Kind) => Kind.format(k) === Kind.format(kind);
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@@ -63,13 +63,18 @@ export interface MoveContext {
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responses(): readonly Response[];
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}
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/** Plans one move on a board it only reads. */
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/**
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* Plans one move on a board it only reads. `stepped` holds the objects that have
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* already stepped in this movement phase, in an earlier committed plan: an object
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* steps at most once per phase, so none of them can step again.
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*/
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export class Planner {
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private plan: Plan = { moving: new Set(), destroyed: new Set() };
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constructor(
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private readonly level: MoveContext,
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private readonly dir: Dir,
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private readonly stepped: ReadonlySet<ObjectId>,
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) {}
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/** Does object `id` have `property`, under the rules in force before the move? */
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@@ -98,10 +103,13 @@ export class Planner {
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* Plan object `id` stepping one tile in the move's direction, with whatever
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* the responses add. Returns whether it can. If it can't, the plan is left as
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* it was before the call. An object already planned to move, or to be
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* destroyed, is out of the way: the answer is yes, and nothing is added.
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* destroyed, is out of the way: the answer is yes, and nothing is added. An
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* object that has already stepped in this movement phase can't step again: the
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* answer is no.
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*/
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tryMove(id: ObjectId): boolean {
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if (this.plan.moving.has(id) || this.plan.destroyed.has(id)) return true;
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if (this.stepped.has(id)) return false;
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const o = this.level.board.get(id);
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const [dx, dy] = delta(this.dir);
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const to: Pos = [o.x + dx, o.y + dy];
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