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mrustc (master)
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use std::collections::HashMap; #[derive(Copy, Clone, Eq, PartialEq, Hash, Debug)] struct Pos { row: i8, col: i8 } impl std::ops::Add for Pos { type Output = Pos; fn add(self, other: Pos) -> Pos { Pos::new(self.row + other.row, self.col + other.col) } } impl std::ops::Sub for Pos { type Output = Pos; fn sub(self, other: Pos) -> Pos { Pos::new(self.row - other.row, self.col - other.col) } } impl Pos { fn new(row: i8, col: i8) -> Pos { Pos { row, col } } fn get_index(self, width: i8) -> usize { (self.row*width + self.col) as usize } fn length_sq(self) -> i32 { let r = self.row as i32; let c = self.col as i32; r*r + c*c } pub fn adjacent_positions(self, width: i8, height: i8) -> AdjacencyIterator { AdjacencyIterator { pos: self, count: 0, width: width, height: height, } } } struct AdjacencyIterator { pos: Pos, width: i8, height: i8, count: usize, } impl Iterator for AdjacencyIterator { type Item = Pos; fn next(&mut self) -> Option<Pos> { // NWES; reading order let offsets = [Pos::new(-1, 0), Pos::new(0, -1), Pos::new(0, 1), Pos::new(1, 0)]; // Probably a clever way to do this let mut result: Option<Pos> = None; while result.is_none() && self.count < offsets.len() { let p = self.pos + offsets[self.count]; if p.row >= 0 && p.row < self.height && p.col >= 0 && p.col < self.width { result = Some(p); } self.count += 1; } result } } struct Unit { pos: Pos, team: i32 } impl Unit { fn is_enemy(&self, other: &Unit) -> bool { self.team != other.team } fn new(pos: Pos, team: i32) -> Unit { Unit { pos, team } } } fn main() { const WIDTH : i8 = 8; const HEIGHT : i8 = 10; const SIZE : usize = WIDTH as usize * HEIGHT as usize; let mut units : Vec<Unit> = vec![Unit::new(Pos::new(7,3),0), Unit::new(Pos::new(2,4),1)]; let mut walls : Vec<bool> = vec![false; SIZE]; let mut occupied : Vec<bool> = vec![false; SIZE]; let dude = &units[0]; let slot = units .iter() .filter(|unit| unit.is_enemy(&dude)) // ignore non-enemies .flat_map(|unit| unit.pos.adjacent_positions(WIDTH,HEIGHT)) // iterate adjacent positions .filter(|pos| { let idx = pos.get_index(WIDTH); !walls[idx] && !occupied[idx] }) // ignore walls or occupied spaces .min_by_key(|pos| (dude.pos - *pos).length_sq()); // pick closest slot println!("{:?}", slot); }
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