Struct Player

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pub struct Player<'a> { /* private fields */ }
Expand description

A player node in the game tree

A player node represents a place where one of the players chooses what happens next.

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impl<'a> Player<'a>

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pub fn name(&self) -> &'a EscapedStr

The name of the node

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pub fn player_num(&self) -> usize

The player acting at this node

This will always be between 1 and the number of players.

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pub fn infoset(&self) -> u64

The infoset id for this node and player

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pub fn infoset_name(&self) -> Option<&'a EscapedStr>

The infoset’s name

If the name is omitted, it may be defined on a different node.

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pub fn actions(&self) -> &[(&'a EscapedStr, Node<'a>)]

All the actions a player can take with names

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pub fn outcome(&self) -> u64

The outcome id

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pub fn outcome_name(&self) -> Option<&'a EscapedStr>

The name of the outcome

If omitted it may still be defined on another node.

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pub fn outcome_payoffs(&self) -> Option<&[BigRational]>

Payoffs associated with the outcome

If ommited they may be defined on another node.

Trait Implementations§

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impl<'a> Clone for Player<'a>

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fn clone(&self) -> Player<'a>

Returns a duplicate of the value. Read more
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const fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<'a> Debug for Player<'a>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'a> Display for Player<'a>

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fn fmt(&self, out: &mut Formatter<'_>) -> Result<(), FmtError>

Formats the value using the given formatter. Read more
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impl<'a> PartialEq for Player<'a>

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fn eq(&self, other: &Player<'a>) -> bool

Tests for self and other values to be equal, and is used by ==.
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const fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<'a> StructuralPartialEq for Player<'a>

Auto Trait Implementations§

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impl<'a> Freeze for Player<'a>

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impl<'a> RefUnwindSafe for Player<'a>

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impl<'a> Send for Player<'a>

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impl<'a> Sync for Player<'a>

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impl<'a> Unpin for Player<'a>

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impl<'a> UnwindSafe for Player<'a>

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T> ToString for T
where T: Display + ?Sized,

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fn to_string(&self) -> String

Converts the given value to a String. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.