Module 9 lesson, scenarios, tests (8, both tracks), reference engines (TURN phase list, conversion, content-registered hazards, win/lost), WEAK Expansion Drop, harness.md M9 semantics, research notes (WEAK page, baba-is-auto Game::MovePlayer, X IS NOT X placement reading). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
45 lines
1.5 KiB
Rust
45 lines
1.5 KiB
Rust
//! Part II: what each property does when an object moves. The engine plans a move
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//! one step at a time and runs these responses for every step, in this order (the
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//! order of the wiki's movement checks: OPEN/SHUT, then PUSH, then STOP). A new
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//! movement property is one more response here.
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use crate::engine::puzzle::{Planner, Response, Step};
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/// The movement responses, in the order the engine runs them.
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pub fn responses() -> Vec<Response> {
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vec![open_shut, push, stop]
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}
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/// An OPEN object stepping onto a SHUT one (or a SHUT one onto an OPEN one)
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/// destroys both, and that object doesn't block the step. One partner per step:
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/// the oldest.
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fn open_shut(p: &mut Planner, s: Step) -> bool {
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for (mine, theirs) in [("OPEN", "SHUT"), ("SHUT", "OPEN")] {
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if !p.has(s.mover, mine) {
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continue;
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}
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let partner = p.staying_at(s.to).into_iter().find(|&o| p.has(o, theirs));
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if let Some(partner) = partner {
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p.destroy(partner);
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p.destroy(s.mover);
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return true;
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}
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}
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true
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}
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/// Every PUSH object on the tile ahead must step the same way, or the step fails.
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fn push(p: &mut Planner, s: Step) -> bool {
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for o in p.staying_at(s.to) {
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if p.has(o, "PUSH") && !p.try_move(o) {
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return false;
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}
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}
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true
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}
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/// A STOP object still on the tile ahead blocks the step.
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fn stop(p: &mut Planner, s: Step) -> bool {
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!p.staying_at(s.to).into_iter().any(|o| p.has(o, "STOP"))
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}
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