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https://github.com/coding-horror/basic-computer-games.git
synced 2025-12-23 07:29:02 -08:00
Add Piece encapsulation
This commit is contained in:
@@ -1,40 +1,27 @@
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using System.Collections.Immutable;
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namespace LifeforTwo;
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namespace LifeforTwo;
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internal class Board
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internal class Board
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{
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{
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private const int Empty = 0x0000;
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private readonly Piece[,] _cells = new Piece[7,7];
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private const int Player1 = 0x0100;
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private const int Player2 = 0x1000;
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private const int PieceMask = Player1 | Player2;
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private const int NeighbourValueOffset = 8;
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private readonly ImmutableHashSet<int> _willBePlayer1 =
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new[] { 0x0003, 0x0102, 0x0103, 0x0120, 0x0130, 0x0121, 0x0112, 0x0111, 0x0012 }.ToImmutableHashSet();
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private readonly ImmutableHashSet<int> _willBePlayer2 =
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new[] { 0x0021, 0x0030, 0x1020, 0x1030, 0x1011, 0x1021, 0x1003, 0x1002, 0x1012 }.ToImmutableHashSet();
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private readonly int[,] _cells = new int[7,7];
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private readonly Dictionary<int, int> _cellCounts = new();
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private readonly Dictionary<int, int> _cellCounts = new();
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public int this[Coordinates coordinates]
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public Piece this[Coordinates coordinates]
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{
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{
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get => _cells[coordinates.X, coordinates.Y];
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get => _cells[coordinates.X, coordinates.Y];
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set => _cells[coordinates.X, coordinates.Y] = value;
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set => _cells[coordinates.X, coordinates.Y] = value;
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}
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}
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public int this[int x, int y]
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public Piece this[int x, int y]
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{
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{
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get => _cells[x, y];
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get => _cells[x, y];
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set => _cells[x, y] = value;
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set => _cells[x, y] = value;
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}
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}
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public int Player1Count => _cellCounts[Player1];
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public int Player1Count => _cellCounts[Piece.Player1];
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public int Player2Count => _cellCounts[Player2];
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public int Player2Count => _cellCounts[Piece.Player2];
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internal bool IsEmptyAt(Coordinates coordinates) => (this[coordinates] & PieceMask) == Empty;
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internal bool IsEmptyAt(Coordinates coordinates) => this[coordinates].IsEmpty;
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public string? Result =>
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public string? Result =>
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(Player1Count, Player2Count) switch
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(Player1Count, Player2Count) switch
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@@ -45,49 +32,41 @@ internal class Board
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_ => null
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_ => null
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};
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};
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internal void ClearCell(Coordinates coordinates) => this[coordinates] = Empty;
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internal void ClearCell(Coordinates coordinates) => this[coordinates] = Piece.NewEmpty();
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internal void AddPlayer1Piece(Coordinates coordinates) => this[coordinates] = Player1;
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internal void AddPlayer1Piece(Coordinates coordinates) => this[coordinates] = Piece.NewPlayer1();
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internal void AddPlayer2Piece(Coordinates coordinates) => this[coordinates] = Player2;
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internal void AddPlayer2Piece(Coordinates coordinates) => this[coordinates] = Piece.NewPlayer2();
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public void CalculateNextGeneration()
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public void CalculateNextGeneration()
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{
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{
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_cellCounts[Empty] = _cellCounts[Player1] = _cellCounts[Player2] = 0;
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_cellCounts[Piece.None] = _cellCounts[Piece.Player1] = _cellCounts[Piece.Player2] = 0;
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for (var x = 1; x <= 5; x++)
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for (var x = 1; x <= 5; x++)
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{
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{
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for (var y = 1; y <= 5; y++)
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for (var y = 1; y <= 5; y++)
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{
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{
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var currentValue = this[x, y];
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this[x, y] = this[x, y].GetNext();
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var newValue = currentValue switch
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_cellCounts[this[x, y].Value]++;
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{
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_ when _willBePlayer1.Contains(currentValue) => Player1,
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_ when _willBePlayer2.Contains(currentValue) => Player2,
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_ => Empty
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};
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this[x, y] = newValue;
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_cellCounts[newValue]++;
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}
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}
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}
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}
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CountNeighbours();
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CountNeighbours();
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}
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}
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private void CountNeighbours()
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public void CountNeighbours()
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{
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{
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for (var x = 1; x <= 5; x++)
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for (var x = 1; x <= 5; x++)
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{
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{
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for (var y = 1; y <= 5; y++)
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for (var y = 1; y <= 5; y++)
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{
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{
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var coordinates = new Coordinates(x, y);
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var coordinates = new Coordinates(x, y);
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var neighbourValue = (this[coordinates] & PieceMask) >> NeighbourValueOffset;
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var piece = this[coordinates];
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if (neighbourValue > 0)
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if (!piece.IsEmpty)
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{
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{
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foreach (var neighbour in coordinates.GetNeighbors())
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foreach (var neighbour in coordinates.GetNeighbors())
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{
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{
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this[neighbour] += neighbourValue;
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this[neighbour] = this[neighbour].AddNeighbour(piece);
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}
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}
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}
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}
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}
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}
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@@ -107,13 +86,10 @@ internal class Board
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}
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}
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private string GetDisplay(int x, int y) =>
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private string GetDisplay(int x, int y) =>
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(x, y, this[x, y] & PieceMask) switch
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(x, y) switch
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{
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{
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(0 or 6, _, _) => $" {y % 6} ",
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(0 or 6, _) => $" {y % 6} ",
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(_, 0 or 6, _) => $" {x % 6} ",
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(_, 0 or 6) => $" {x % 6} ",
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(_, _, Empty) => " ",
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_ => $" {this[x, y]} "
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(_, _, Player1) => " * ",
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(_, _, Player2) => " # ",
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_ => throw new InvalidOperationException($"Unexpected cell value at ({x}, {y}): {this[x, y]}")
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};
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};
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}
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}
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@@ -13,17 +13,16 @@ internal class Game
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{
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{
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_io.Write(Streams.Title);
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_io.Write(Streams.Title);
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for (var _player = 1; _player <= 2; _player++)
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for (var player = 1; player <= 2; player++)
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{
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{
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var P1 = _player == 2 ? 0x30 : 0x03;
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_io.WriteLine(Formats.InitialPieces, player);
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_io.WriteLine(Formats.InitialPieces, _player);
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for (var i = 1; i <= 3; i++)
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for (var i = 1; i <= 3; i++)
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{
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{
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_board[_io.ReadCoordinates(_board)] = P1;
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_board[_io.ReadCoordinates(_board)] = player == 1 ? Piece.NewPlayer1() : Piece.NewPlayer2();
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}
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}
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}
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}
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_board.CalculateNextGeneration();
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_board.CountNeighbours();
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_board.Display(_io);
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_board.Display(_io);
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while(true)
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while(true)
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50
56_Life_for_Two/csharp/Piece.cs
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50
56_Life_for_Two/csharp/Piece.cs
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@@ -0,0 +1,50 @@
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using System.Collections.Immutable;
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namespace LifeforTwo;
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public struct Piece
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{
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public const int None = 0x0000;
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public const int Player1 = 0x0100;
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public const int Player2 = 0x1000;
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private const int PieceMask = Player1 | Player2;
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private const int NeighbourValueOffset = 8;
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private static readonly ImmutableHashSet<int> _willBePlayer1 =
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new[] { 0x0003, 0x0102, 0x0103, 0x0120, 0x0130, 0x0121, 0x0112, 0x0111, 0x0012 }.ToImmutableHashSet();
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private static readonly ImmutableHashSet<int> _willBePlayer2 =
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new[] { 0x0021, 0x0030, 0x1020, 0x1030, 0x1011, 0x1021, 0x1003, 0x1002, 0x1012 }.ToImmutableHashSet();
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private int _value;
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private Piece(int value) => _value = value;
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public int Value => _value;
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public bool IsEmpty => (_value & PieceMask) == None;
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public static Piece NewEmpty() => new(None);
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public static Piece NewPlayer1() => new(Player1);
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public static Piece NewPlayer2() => new(Player2);
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public Piece AddNeighbour(Piece neighbour)
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{
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_value += neighbour.Value >> NeighbourValueOffset;
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return this;
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}
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public Piece GetNext() => new(
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_value switch
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{
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_ when _willBePlayer1.Contains(_value) => Player1,
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_ when _willBePlayer2.Contains(_value) => Player2,
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_ => None
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});
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public override string ToString() =>
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(_value & PieceMask) switch
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{
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Player1 => "*",
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Player2 => "#",
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_ => " "
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};
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}
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