Struct Game

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pub struct Game { /* private fields */ }
Expand description

A game layout, consisting of the chosen verifiers.

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impl Game

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pub fn starting_state(&self) -> State<'_>

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pub fn verfier(&self, index: u8) -> &Verifier

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pub fn verifier_count(&self) -> usize

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pub fn verifier_options_for_assignment<'a, 'b: 'a>( &'a self, assignment: &'b Assignment, ) -> impl Iterator<Item = VerifierOption> + 'a

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pub fn new_from_verifiers(verifiers: Vec<Verifier>) -> Game

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pub fn new_from_verifier_numbers( verifier_numbers: impl Iterator<Item = usize>, ) -> Game

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pub fn all_assignments(&self) -> impl Iterator<Item = Assignment> + '_

Get all assignments, regardless of their validity.

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pub fn possible_codes_for_assignment(&self, assignment: &Assignment) -> Set

Get all codes that adhere to a particular assignment.

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pub fn print_assigment(&self, assignment: &Assignment)

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pub fn is_possible_solution(&self, assignment: &Assignment) -> bool

Check if the assignment is a possible puzzle solution. This means that there should be a single code that adheres to the verifiers, and that none of the verifiers are redundant.

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pub fn possible_solutions(&self) -> Set

Get all possible solutions, i.e. those codes that correspond to a verifier result that have exactly one solution.

Trait Implementations§

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impl Clone for Game

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fn clone(&self) -> Game

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

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

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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 Hash for Game

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for Game

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fn eq(&self, other: &Game) -> bool

Tests for self and other values to be equal, and is used by ==.
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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 Eq for Game

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impl StructuralPartialEq for Game

Auto Trait Implementations§

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impl Freeze for Game

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impl RefUnwindSafe for Game

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impl Send for Game

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impl Sync for Game

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impl Unpin for Game

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impl UnwindSafe for Game

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, 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.