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Level

Struct Level 

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pub struct Level {
    pub name: String,
    pub posts: u8,
    pub solution: Vec<Placement>,
    pub goal: Goal,
    pub kind: LevelKind,
    /* private fields */
}

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§name: String§posts: u8

Signpost inventory for the puzzle.

§solution: Vec<Placement>

One known solution; validated by tests.

§goal: Goal§kind: LevelKind

What the level is for: a stage to solve alone, or a beach to fight over. The author chooses it in the editor and it decides which of the two lists the level joins.

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impl Level

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pub fn parse(text: &str) -> Result<Level, String>

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pub fn from_board(name: impl Into<String>, posts: u8, board: Board) -> Level

Wrap an editor-built board as a level. The board is snapshotted as-is (crabs, gulls, walls, timers included), and the kind is read off it - call Level::with_kind to say otherwise, which is what the editor’s toggle does.

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pub fn to_text(&self) -> String

Serialize back to the text format parse reads. Round-trips exactly for an un-ticked board that parse built (creature sub-tile state is not representable, by design, since levels describe starting states). A board edited by hand is a little different: placing a gull draws twice from the board’s PRNG, and the text carries the seed, not the stream’s position, so a board that placed and erased gulls reads back with the survivors rolled afresh. That is why the editor certifies the text it will save rather than the board it edited (level_here).

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impl Level

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pub fn board(&self) -> Board

A fresh board for this level. Puzzle levels get fixed-inventory rules from posts; levels carrying an explicit rule: (recorded versus matches) keep the rule the match was played under.

An arena that states no rule keeps the board’s own, which is the versus one. Reading posts: as a rule there gave a table three signposts each and no way to replace them - the file says how many the author had to hand, not how a match is played on it.

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pub fn crab_count(&self) -> u32

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pub fn with_kind(self, kind: LevelKind) -> Level

Say what the level is for. The editor’s toggle is authoritative: a level saved as a puzzle stays one however many castles it grew.

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pub fn seats(&self) -> u8

How many seats the beach could hold: one castle each, counted by owner. What the map dial checks a handmade beach against, and what tells a level with no kind: line of its own what it must be.

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pub fn play_out(&self, board: &mut Board) -> (PuzzleOutcome, u64)

Run board idle until the goal is decided, and say when it was.

Every caller that wants to know how a board ends wants exactly this loop, and ten of them once carried their own copy. Level::outcome is what makes it terminate: every goal loses or wins by the board’s Level::deadline, so the loop needs no guard of its own, and if that ever moves there is one place to put it.

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pub fn place_solution(&self, board: &mut Board) -> Result<(), Placement>

Place the authored solution on board for seat 0. Err names the first placement the board refused, which on a shipped level is a broken level file and never something to shrug off.

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pub fn solved_board(&self) -> Result<Board, Placement>

A fresh board with the authored solution standing on it.

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pub fn deadline(board: &Board) -> u64

The tick by which every goal on board is decided: its own round when it carries one, else PUZZLE_TICK_LIMIT, which stands in for a stage with no timer, which would otherwise never end. One answer for the outcome, the solver’s scan and the clock, so a stage that states a longer round is not cut off at the limit anyway.

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pub fn outcome(&self, board: &Board) -> PuzzleOutcome

Win/loss state of a board created by Level::board, judged by the level’s goal. All goals use banked-count accounting (spec §5.1: a crab a gull ate is a loss for AllCrabs/Survive, never a quiet disappearance). Level::deadline is the clock it is judged on.

Trait Implementations§

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impl Clone for Level

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fn clone(&self) -> Level

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Level

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

Formats the value using the given formatter. Read more

Auto Trait Implementations§

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impl Freeze for Level

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impl RefUnwindSafe for Level

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impl Send for Level

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impl Sync for Level

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impl Unpin for Level

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impl UnsafeUnpin for Level

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impl UnwindSafe for Level

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