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pub trait Button: std::fmt::Debug + Eq {
fn forbidden_position(&self) -> (i32, i32);
fn to_position(&self) -> (i32, i32);
fn distance_with(&self, other: &impl Button) -> Vec<(DirectionalButton, usize)> {
let source = self.to_position();
let dest = other.to_position();
let (dist_v, dist_h) = (dest.0 - source.0, dest.1 - source.1);
let (mul_v, mul_h) = (dist_v.abs(), dist_h.abs());
let mut movements = Vec::new();
if mul_v > 0 {
movements.push((
DirectionalButton::from_direction(&(dist_v / mul_v, 0)),
mul_v as usize,
));
}
if mul_h > 0 {
movements.push((
DirectionalButton::from_direction(&(0, dist_h / mul_h)),
mul_h as usize,
));
}
movements
}
fn possible_movements(&self, other: &impl Button) -> Vec<Vec<DirectionalButton>> {
let movements = self.distance_with(other);
if movements.is_empty() {
return vec![vec![DirectionalButton::A, DirectionalButton::A]];
}
let source = self.to_position();
let &first_move = movements.first().unwrap();
let first_move_applied = first_move.0.apply_movement(&source, first_move.1 as i32);
let &last_move = movements.last().unwrap();
let last_move_applied = last_move.0.apply_movement(&source, last_move.1 as i32);
let mut possible_movements = Vec::new();
if first_move == last_move && first_move_applied != self.forbidden_position() {
let mut possibility = vec![DirectionalButton::A];
possibility.extend(vec![first_move.0; first_move.1]);
possible_movements.push(possibility);
} else {
let mut first_possibility = vec![DirectionalButton::A];
first_possibility.extend(vec![first_move.0; first_move.1]);
first_possibility.extend(vec![last_move.0; last_move.1]);
let mut last_possibility = vec![DirectionalButton::A];
last_possibility.extend(vec![last_move.0; last_move.1]);
last_possibility.extend(vec![first_move.0; first_move.1]);
if first_move_applied != self.forbidden_position()
&& last_move_applied != self.forbidden_position()
{
possible_movements.push(first_possibility);
possible_movements.push(last_possibility);
} else if first_move_applied != self.forbidden_position()
&& last_move_applied == self.forbidden_position()
{
possible_movements.push(first_possibility);
} else if first_move_applied == self.forbidden_position()
&& last_move_applied != self.forbidden_position()
{
possible_movements.push(last_possibility);
} else {
unreachable!()
}
}
for possible_movement in possible_movements.iter_mut() {
possible_movement.push(DirectionalButton::A);
}
possible_movements
}
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
pub enum NumericButton {
Zero,
One,
Two,
Three,
Four,
Five,
Six,
Seven,
Eight,
Nine,
A,
}
impl From<char> for NumericButton {
fn from(c: char) -> Self {
match c {
'0' => Self::Zero,
'1' => Self::One,
'2' => Self::Two,
'3' => Self::Three,
'4' => Self::Four,
'5' => Self::Five,
'6' => Self::Six,
'7' => Self::Seven,
'8' => Self::Eight,
'9' => Self::Nine,
'A' => Self::A,
_ => unreachable!(),
}
}
}
impl Button for NumericButton {
fn forbidden_position(&self) -> (i32, i32) {
(3, 0)
}
fn to_position(&self) -> (i32, i32) {
match self {
Self::Seven => (0, 0),
Self::Eight => (0, 1),
Self::Nine => (0, 2),
Self::Four => (1, 0),
Self::Five => (1, 1),
Self::Six => (1, 2),
Self::One => (2, 0),
Self::Two => (2, 1),
Self::Three => (2, 2),
Self::Zero => (3, 1),
Self::A => (3, 2),
}
}
}
#[derive(Debug, Clone, Copy, Hash, Eq, PartialEq)]
pub enum DirectionalButton {
Up,
Down,
Left,
Right,
A,
}
impl Button for DirectionalButton {
fn forbidden_position(&self) -> (i32, i32) {
(0, 0)
}
fn to_position(&self) -> (i32, i32) {
match self {
Self::Up => (0, 1),
Self::A => (0, 2),
Self::Left => (1, 0),
Self::Down => (1, 1),
Self::Right => (1, 2),
}
}
}
impl DirectionalButton {
fn from_direction(direction: &(i32, i32)) -> Self {
match direction {
(-1, 0) => Self::Up,
(1, 0) => Self::Down,
(0, 1) => Self::Right,
(0, -1) => Self::Left,
_ => unreachable!(),
}
}
fn to_direction(&self) -> (i32, i32) {
match self {
Self::Up => (-1, 0),
Self::Down => (1, 0),
Self::Left => (0, -1),
Self::Right => (0, 1),
_ => unreachable!(),
}
}
fn apply_movement(&self, position: &(i32, i32), times: i32) -> (i32, i32) {
let direction = self.to_direction();
(
position.0 + direction.0 * times,
position.1 + direction.1 * times,
)
}
}