Factor out two-dimensional arithmetic from maze.
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610c864cd9
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@ -8,6 +8,10 @@ use rand::thread_rng;
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use rand::Rng;
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use pixelfoo::color::Color;
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use pixelfoo::p2;
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use pixelfoo::point2::Point2;
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use pixelfoo::v2;
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use pixelfoo::vec2::Vec2;
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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enum Square {
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@ -37,17 +41,17 @@ fn send<T: Write>(w: &mut T, board: &Board) -> std::io::Result<()> {
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}
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impl Board {
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fn new(x_size: i32, y_size: i32, x_maze_size: i32, y_maze_size: i32) -> Board {
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fn new(board_size: Vec2, maze_size: Vec2) -> Board {
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Board(
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(0..y_size)
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(0..board_size.y)
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.map(move |y| {
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(0..x_size)
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(0..board_size.x)
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.map(|x| {
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if x < x_maze_size && y < y_maze_size {
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if x < maze_size.x && y < maze_size.y {
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if x == 0
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|| x == x_maze_size - 1
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|| x == maze_size.x - 1
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|| y == 0
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|| y == y_maze_size - 1
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|| y == maze_size.y - 1
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|| (x % 2 == 0 && y % 2 == 0)
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{
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Square::Wall
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@ -63,23 +67,21 @@ impl Board {
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.collect::<Vec<_>>(),
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)
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}
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fn get(&self, pos: (i32, i32)) -> Square {
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let (x, y) = pos;
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self.0[y as usize][x as usize]
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fn get(&self, pos: Point2) -> Square {
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self.0[pos.y as usize][pos.x as usize]
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}
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fn set(&mut self, pos: (i32, i32), sq: Square) {
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let (x, y) = pos;
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self.0[y as usize][x as usize] = sq;
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fn set(&mut self, pos: Point2, sq: Square) {
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self.0[pos.y as usize][pos.x as usize] = sq;
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}
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}
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struct Move {
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from: (i32, i32),
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dir: (i32, i32),
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from: Point2,
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dir: Vec2,
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prio: i32,
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}
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fn add_move(open: &mut Vec<Move>, arg: isize, from: (i32, i32), dir: (i32, i32)) {
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fn add_move(open: &mut Vec<Move>, arg: isize, from: Point2, dir: Vec2) {
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open.push(Move { from, dir, prio: 0 });
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open.sort_unstable_by(|Move { prio: pa, .. }, Move { prio: pb, .. }| pa.cmp(pb));
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}
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@ -101,12 +103,14 @@ fn main() -> std::io::Result<()> {
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let delay = Duration::new(0, (1_000_000_000.0 * t_frame) as u32);
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let mut t_wait = 0.0; // s
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let x_size = x_size as i32;
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let y_size = y_size as i32;
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let x_maze_size = (x_size - 1) / 2 * 2 + 1;
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let y_maze_size = (y_size - 1) / 2 * 2 + 1;
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let x_maze_mid = (x_maze_size - 1) / 4 * 2 + 1;
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let y_maze_mid = (y_maze_size - 1) / 4 * 2 + 1;
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let board_size = v2!(x_size as i32, y_size as i32);
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// round down to odd size for maze
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let maze_size = v2!(
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(board_size.x - 1) / 2 * 2 + 1,
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(board_size.y - 1) / 2 * 2 + 1
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);
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// pick odd position at or near the middle
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let maze_mid = p2!((maze_size.x - 1) / 4 * 2 + 1, (maze_size.y - 1) / 4 * 2 + 1);
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let mut board = Board(Vec::new());
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let mut open = Vec::new();
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@ -116,15 +120,14 @@ fn main() -> std::io::Result<()> {
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t_wait -= t_frame;
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} else {
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t_wait = 60.0; // s
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board = Board::new(x_size, y_size, x_maze_size, y_maze_size);
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board = Board::new(board_size, maze_size);
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// start in the middle
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let mid = (x_maze_mid, y_maze_mid);
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board.set(mid, Square::Corridor);
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add_move(&mut open, arg, mid, (1, 0));
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add_move(&mut open, arg, mid, (0, 1));
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add_move(&mut open, arg, mid, (-1, 0));
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add_move(&mut open, arg, mid, (0, -1));
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board.set(maze_mid, Square::Corridor);
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add_move(&mut open, arg, maze_mid, v2!(1, 0));
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add_move(&mut open, arg, maze_mid, v2!(0, 1));
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add_move(&mut open, arg, maze_mid, v2!(-1, 0));
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add_move(&mut open, arg, maze_mid, v2!(0, -1));
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}
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}
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@ -150,25 +153,25 @@ fn main() -> std::io::Result<()> {
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}
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let r = rng.gen_range(start, limit);
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let Move {
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from: (x0, y0),
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dir: (dx, dy),
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from: p0,
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dir: dir0,
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..
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} = open.remove(r);
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let (x1, y1) = (x0 + dx, y0 + dy);
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let (x2, y2) = (x1 + dx, y1 + dy);
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if board.get((x1, y1)) == Square::Unknown {
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board.set((x1, y1), Square::Corridor);
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board.set((x2, y2), Square::Corridor);
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let p1 = p0 + dir0;
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let p2 = p1 + dir0;
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if board.get(p1) == Square::Unknown {
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board.set(p1, Square::Corridor);
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board.set(p2, Square::Corridor);
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for (dx, dy) in vec![(1, 0), (0, 1), (-1, 0), (0, -1)] {
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let (x3, y3) = (x2 + dx, y2 + dy);
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let (x4, y4) = (x3 + dx, y3 + dy);
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if board.get((x3, y3)) == Square::Unknown {
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if board.get((x4, y4)) == Square::Unknown {
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add_move(&mut open, arg, (x2, y2), (dx, dy));
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for dir1 in Vec2::directions() {
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let p3 = p2 + dir1;
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let p4 = p3 + dir1;
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if board.get(p3) == Square::Unknown {
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if board.get(p4) == Square::Unknown {
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add_move(&mut open, arg, p2, dir1);
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} else {
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board.set((x3, y3), Square::Wall);
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board.set(p3, Square::Wall);
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}
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}
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}
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@ -177,12 +180,12 @@ fn main() -> std::io::Result<()> {
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}
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if open.is_empty() {
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board.set((1, 1), Square::Start);
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board.set((x_maze_size - 2, y_maze_size - 2), Square::Finish);
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board.set(p2!(1, 1), Square::Start);
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board.set(p2!(maze_size.x - 2, maze_size.y - 2), Square::Finish);
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}
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}
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let mut buf = Vec::with_capacity((x_size * y_size * 3) as usize);
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let mut buf = Vec::with_capacity((board_size.x * board_size.y * 3) as usize);
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send(&mut buf, &board)?;
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stdout().write_all(&buf)?;
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stdout().flush()?;
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@ -1 +1,5 @@
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pub mod color;
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#[macro_use]
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pub mod point2;
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#[macro_use]
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pub mod vec2;
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src/point2.rs
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66
src/point2.rs
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@ -0,0 +1,66 @@
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use std::ops::Add;
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use crate::vec2::Vec2;
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#[macro_export]
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macro_rules! p2 {
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( $x:expr, $y:expr ) => {
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Point2::new($x, $y)
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};
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}
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#[derive(Clone, Copy, Debug)]
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pub struct Point2 {
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pub x: i32,
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pub y: i32,
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}
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impl Point2 {
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pub fn new(x: i32, y: i32) -> Point2 {
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Point2 { x, y }
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}
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pub fn neighbours(&self) -> Vec<Point2> {
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Vec2::directions().iter().map(|v| self + v).collect()
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}
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}
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impl Add<Vec2> for Point2 {
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type Output = Point2;
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fn add(self, other: Vec2) -> Point2 {
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let x = self.x + other.x;
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let y = self.y + other.y;
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Point2 { x, y }
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}
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}
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impl<'a> Add<&'a Vec2> for Point2 {
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type Output = Point2;
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fn add(self, other: &'a Vec2) -> Point2 {
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let x = self.x + other.x;
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let y = self.y + other.y;
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Point2 { x, y }
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}
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}
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impl<'a> Add<Vec2> for &'a Point2 {
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type Output = Point2;
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fn add(self, other: Vec2) -> Point2 {
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let x = self.x + other.x;
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let y = self.y + other.y;
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Point2 { x, y }
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}
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}
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impl<'a> Add<&'a Vec2> for &'a Point2 {
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type Output = Point2;
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fn add(self, other: &'a Vec2) -> Point2 {
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let x = self.x + other.x;
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let y = self.y + other.y;
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Point2 { x, y }
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}
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}
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src/vec2.rs
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64
src/vec2.rs
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@ -0,0 +1,64 @@
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use std::ops::Add;
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#[macro_export]
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macro_rules! v2 {
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( $x:expr, $y:expr ) => {
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Vec2::new($x, $y)
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};
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}
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#[derive(Clone, Copy, Debug)]
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pub struct Vec2 {
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pub x: i32,
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pub y: i32,
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}
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impl Vec2 {
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pub fn new(x: i32, y: i32) -> Vec2 {
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Vec2 { x, y }
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}
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pub fn directions() -> Vec<Vec2> {
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vec![v2!(1, 0), v2!(0, 1), v2!(-1, 0), v2!(0, -1)]
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}
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}
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impl Add for Vec2 {
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type Output = Vec2;
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fn add(self, other: Vec2) -> Vec2 {
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let x = self.x + other.x;
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let y = self.y + other.y;
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Vec2 { x, y }
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}
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}
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impl<'a> Add<&'a Vec2> for Vec2 {
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type Output = Vec2;
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fn add(self, other: &'a Vec2) -> Vec2 {
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let x = self.x + other.x;
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let y = self.y + other.y;
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Vec2 { x, y }
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}
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}
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impl<'a> Add<Vec2> for &'a Vec2 {
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type Output = Vec2;
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fn add(self, other: Vec2) -> Vec2 {
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let x = self.x + other.x;
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let y = self.y + other.y;
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Vec2 { x, y }
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}
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}
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impl<'a> Add<&'a Vec2> for &'a Vec2 {
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type Output = Vec2;
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fn add(self, other: &'a Vec2) -> Vec2 {
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let x = self.x + other.x;
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let y = self.y + other.y;
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Vec2 { x, y }
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}
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}
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