trictrac/clients/web/src/game/components/board.rs

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use leptos::prelude::*;
use trictrac_store::CheckerMove;
use super::die::Die;
use crate::game::trictrac::types::{SerTurnStage, ViewState};
/// Field numbers in visual display order (left-to-right for each quarter), white's perspective.
const TOP_LEFT_W: [u8; 6] = [13, 14, 15, 16, 17, 18];
const TOP_RIGHT_W: [u8; 6] = [19, 20, 21, 22, 23, 24];
const BOT_LEFT_W: [u8; 6] = [12, 11, 10, 9, 8, 7];
const BOT_RIGHT_W: [u8; 6] = [6, 5, 4, 3, 2, 1];
/// 180° rotation of white's layout: black's pieces (field 24) appear at the bottom.
const TOP_LEFT_B: [u8; 6] = [1, 2, 3, 4, 5, 6];
const TOP_RIGHT_B: [u8; 6] = [7, 8, 9, 10, 11, 12];
const BOT_LEFT_B: [u8; 6] = [24, 23, 22, 21, 20, 19];
const BOT_RIGHT_B: [u8; 6] = [18, 17, 16, 15, 14, 13];
/// The rest corner is field 12 (White) or field 13 (Black) in the store's coordinate system.
/// Returns true when `field_num` is the rest corner for this perspective.
#[allow(dead_code)]
fn is_rest_corner(field_num: u8, is_white: bool) -> bool {
if is_white {
field_num == 12
} else {
field_num == 13
}
}
/// Zone CSS class for a field number (field coordinates are always White's 1-24).
fn field_zone_class(field_num: u8) -> &'static str {
match field_num {
1..=6 => "zone-petit",
7..=12 => "zone-grand",
13..=18 => "zone-opponent",
19..=24 => "zone-retour",
_ => "",
}
}
/// Returns (d0_used, d1_used) for the bar dice display.
fn bar_matched_dice_used(staged: &[(u8, u8)], dice: (u8, u8)) -> (bool, bool) {
let mut d0 = false;
let mut d1 = false;
for &(from, to) in staged {
let dist = if to == 0 {
if from > 18 {
(25 as u8).saturating_sub(from)
} else {
from.saturating_sub(0)
}
} else if from < to {
to.saturating_sub(from)
} else {
from.saturating_sub(to)
};
if !d0 && dist == dice.0 {
d0 = true;
} else if !d1 && dist == dice.1 {
d1 = true;
} else if !d0 && dist <= dice.0 && dice.0 <= dice.1 {
d0 = true;
} else {
d1 = true;
}
}
(d0, d1)
}
/// Returns the displayed board value for `field_num` after applying `staged_moves`.
/// Field numbers are always in white's coordinate system (124).
fn displayed_value(
base_board: [i8; 24],
staged_moves: &[(u8, u8)],
is_white: bool,
field_num: u8,
) -> i8 {
let mut val = base_board[(field_num - 1) as usize];
let delta: i8 = if is_white { 1 } else { -1 };
for &(from, to) in staged_moves {
if from == field_num {
val -= delta;
}
if to == field_num {
val += delta;
}
}
val
}
/// Fields whose checkers may be selected as the next origin given already-staged moves.
fn valid_origins_for(seqs: &[(CheckerMove, CheckerMove)], staged: &[(u8, u8)]) -> Vec<u8> {
let mut v: Vec<u8> = match staged.len() {
0 => seqs
.iter()
.map(|(m1, _)| m1.get_from() as u8)
.filter(|&f| f != 0)
.collect(),
1 => {
let (f0, t0) = staged[0];
seqs.iter()
.filter(|(m1, _)| m1.get_from() as u8 == f0 && m1.get_to() as u8 == t0)
.map(|(_, m2)| m2.get_from() as u8)
.filter(|&f| f != 0)
.collect()
}
_ => vec![],
};
v.sort_unstable();
v.dedup();
v
}
/// Pixel center of a board field in the SVG overlay coordinate space.
/// Geometry: field 60×180px, board padding 4px, gap 4px, bar 20px, center-bar 12px.
/// With triangular flèches, arrows target the WIDE BASE of each triangle —
/// that is where the checker stack actually sits.
fn field_center(f: usize, is_white: bool) -> Option<(f32, f32)> {
if f == 0 || f > 24 {
return None;
}
let (qi, right, top): (usize, bool, bool) = if is_white {
match f {
13..=18 => (f - 13, false, true),
19..=24 => (f - 19, true, true),
7..=12 => (12 - f, false, false),
1..=6 => (6 - f, true, false),
_ => return None,
}
} else {
match f {
1..=6 => (f - 1, false, true),
7..=12 => (f - 7, true, true),
19..=24 => (24 - f, false, false),
13..=18 => (18 - f, true, false),
_ => return None,
}
};
// Left-quarter field i center x: 4(pad) + i*62 + 30(half field) = 34 + 62i
// Right-quarter: 4 + 370(quarter) + 4(gap) + 68(bar) + 4(gap) + i*62 + 30 = 480 + 62i
let x = if right {
480.0 + qi as f32 * 62.0
} else {
34.0 + qi as f32 * 62.0
};
// Top row triangle base (wide end) ≈ y=30; bot row triangle base ≈ y=358.
// (Top base: 4pad + 4field-pad + 20half-checker ≈ 28; Bot base: 388 4pad 4field-pad 20 ≈ 360)
let y = if top { 30.0 } else { 358.0 };
Some((x, y))
}
/// SVG `<g>` element drawing one arrow (shadow + gold) from `fp` to `tp`.
fn arrow_svg(fp: (f32, f32), tp: (f32, f32)) -> AnyView {
let (x1, y1) = fp;
let (x2, y2) = tp;
let dx = x2 - x1;
let dy = y2 - y1;
let len = (dx * dx + dy * dy).sqrt();
if len < 10.0 {
return view! { <g /> }.into_any();
}
let nx = dx / len;
let ny = dy / len;
let px = -ny;
let py = nx;
// Shrink line ends so arrows don't overlap the checker stack
let lx1 = x1 + nx * 20.0;
let ly1 = y1 + ny * 20.0;
let lx2 = x2 - nx * 15.0;
let ly2 = y2 - ny * 15.0;
// Arrowhead triangle at (x2, y2)
let ah = 15.0_f32;
let aw = 7.0_f32;
let bx = x2 - nx * ah;
let bary = y2 - ny * ah;
let pts = format!(
"{:.1},{:.1} {:.1},{:.1} {:.1},{:.1}",
x2,
y2,
bx + px * aw,
bary + py * aw,
bx - px * aw,
bary - py * aw,
);
let shadow_pts = format!(
"{:.1},{:.1} {:.1},{:.1} {:.1},{:.1}",
x2,
y2,
bx + px * (aw + 1.5),
bary + py * (aw + 1.5),
bx - px * (aw + 1.5),
bary - py * (aw + 1.5),
);
view! {
<g>
// Drop-shadow for readability on coloured fields
<line
x1=format!("{lx1:.1}") y1=format!("{ly1:.1}")
x2=format!("{lx2:.1}") y2=format!("{ly2:.1}")
style="stroke:rgba(0,0,0,0.45);stroke-width:5;stroke-linecap:round"
/>
<polygon points=shadow_pts style="fill:rgba(0,0,0,0.45)" />
// Gold arrow
<line
x1=format!("{lx1:.1}") y1=format!("{ly1:.1}")
x2=format!("{lx2:.1}") y2=format!("{ly2:.1}")
style="stroke:rgba(255,215,0,0.9);stroke-width:3;stroke-linecap:round"
/>
<polygon points=pts style="fill:rgba(255,215,0,0.9)" />
</g>
}
.into_any()
}
/// Valid destinations for a selected origin given already-staged moves.
/// May include 0 (exit); callers handle that case.
fn valid_dests_for(
seqs: &[(CheckerMove, CheckerMove)],
staged: &[(u8, u8)],
origin: u8,
) -> Vec<u8> {
let mut v: Vec<u8> = match staged.len() {
0 => seqs
.iter()
.filter(|(m1, _)| m1.get_from() as u8 == origin)
.map(|(m1, _)| m1.get_to() as u8)
.collect(),
1 => {
let (f0, t0) = staged[0];
seqs.iter()
.filter(|(m1, m2)| {
m1.get_from() as u8 == f0
&& m1.get_to() as u8 == t0
&& m2.get_from() as u8 == origin
})
.map(|(_, m2)| m2.get_to() as u8)
.collect()
}
_ => vec![],
};
v.sort_unstable();
v.dedup();
v
}
#[component]
pub fn Board(
view_state: ViewState,
player_id: u16,
/// Pending origin selection (first click of a move pair).
selected_origin: RwSignal<Option<u8>>,
/// Moves staged so far this turn (max 2). Each entry is (from, to), 0 = empty move.
staged_moves: RwSignal<Vec<(u8, u8)>>,
/// All valid two-move sequences for this turn (empty when not in move stage).
valid_sequences: Vec<(CheckerMove, CheckerMove)>,
/// Dice to display in the center bars; None means dice not yet rolled (cups shown upright).
#[prop(default = None)]
bar_dice: Option<(u8, u8)>,
/// Whether we're in the move stage (determines used/unused die appearance).
#[prop(default = false)]
bar_is_move: bool,
#[prop(default = false)] is_my_turn: bool,
/// Whether the dice are a double (golden glow).
#[prop(default = false)]
bar_is_double: bool,
/// Checker moves to animate on mount (None when board unchanged).
#[prop(default = None)]
last_moves: Option<(CheckerMove, CheckerMove)>,
/// Fields where a hit (battue) was scored this turn — show ripple animation.
#[prop(default = vec![])]
hit_fields: Vec<u8>,
/// Suppress dice animation (echo screen shown after a pending confirm was dismissed).
#[prop(default = false)]
suppress_dice_anim: bool,
) -> impl IntoView {
let board = view_state.board;
let white_points = view_state.scores[0].points;
let white_can_bredouille = view_state.scores[0].can_bredouille;
let black_points = view_state.scores[1].points;
let black_can_bredouille = view_state.scores[1].can_bredouille;
let is_move_stage = view_state.active_mp_player == Some(player_id)
&& matches!(
view_state.turn_stage,
SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
);
// True when ANY player is in the Move/HoldOrGoChoice stage — i.e., dice are fresh for the active player.
let active_is_move_stage = matches!(
view_state.turn_stage,
SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
);
let is_white = player_id == 0;
let hovered_moves = use_context::<RwSignal<Vec<(CheckerMove, CheckerMove)>>>();
// Exit-eligible: all the player's checkers are in their last jan.
// White last jan = fields 19-24 (board indices 18-23, positive values).
// Black last jan = fields 1-6 (board indices 0-5, negative values).
let board_snapshot = view_state.board;
let all_in_exit: bool;
let exit_field_test: fn(u8) -> bool;
if is_white {
let in_exit: i8 = board_snapshot[18..24].iter().map(|&v| v.max(0)).sum();
let total: i8 = board_snapshot.iter().map(|&v| v.max(0)).sum();
all_in_exit = total > 0 && in_exit == total;
exit_field_test = |f| matches!(f, 19..=24);
} else {
let in_exit: i8 = board_snapshot[0..6].iter().map(|&v| (-v).max(0)).sum();
let total: i8 = board_snapshot.iter().map(|&v| (-v).max(0)).sum();
all_in_exit = total > 0 && in_exit == total;
exit_field_test = |f| matches!(f, 1..=6);
}
// Sequences clone for the reactive exit button (show/hide + class + click).
let seqs_exit = valid_sequences.clone();
// `valid_sequences` is cloned per field (the Vec is small; Send-safe unlike Rc).
let fields_from = |nums: &[u8], is_top_row: bool| -> Vec<AnyView> {
nums.iter()
.map(|&field_num| {
// Each reactive closure gets its own owned clone — Vec<(CheckerMove,CheckerMove)>
// is Send, which Leptos requires for reactive attribute functions.
let seqs_c = valid_sequences.clone();
let seqs_k = valid_sequences.clone();
let corner_title = if is_rest_corner(field_num, is_white) {
Some("Coin de repos — must enter and leave with 2 checkers")
} else {
None
};
// §4a — slide delta for the arriving checker at this field.
// Computed once per field at render time; Option<(f32,f32)> is Copy.
let slide_delta: Option<(f32, f32)> = last_moves.and_then(|(m1, m2)| {
[m1, m2].iter().find_map(|m| {
if m.get_to() != field_num as usize || m.get_from() == m.get_to() {
return None;
}
let (fx, fy) = field_center(m.get_from(), is_white)?;
let (tx, ty) = field_center(m.get_to(), is_white)?;
let dx = fx - tx;
let dy = fy - ty;
(dx.abs() >= 1.0 || dy.abs() >= 1.0).then_some((dx, dy))
})
});
// §6e — ripple on hit fields (battue).
let is_hit_field = hit_fields.contains(&field_num);
view! {
<div
id={format!("field-{field_num}")}
title=corner_title
class=move || {
let staged = staged_moves.get();
let val = displayed_value(board, &staged, is_white, field_num);
let is_mine = if is_white { val > 0 } else { val < 0 };
let can_stage = is_move_stage && staged.len() < 2;
let sel = selected_origin.get();
let mut cls = format!("field {}", field_zone_class(field_num));
let is_white_pt = field_num >= 1 && field_num <= white_points;
let is_black_pt = black_points > 0 && field_num >= 25 - black_points;
if is_white_pt {
cls.push_str(if white_can_bredouille { " point-bredouille" } else { " point-no-bredouille" });
} else if is_black_pt {
cls.push_str(if black_can_bredouille { " point-bredouille" } else { " point-no-bredouille" });
}
if is_rest_corner(field_num, is_white) {
cls.push_str(" corner");
// Pulse when the corner can be reached this turn
if !seqs_c.is_empty() && seqs_c.iter().any(|(m1, m2)| {
m1.get_to() as u8 == field_num
|| m2.get_to() as u8 == field_num
}) {
cls.push_str(" corner-available");
}
}
if is_rest_corner(field_num, !is_white) {
cls.push_str(" corner");
}
if all_in_exit && exit_field_test(field_num) {
cls.push_str(" exit-eligible");
}
if seqs_c.is_empty() && !is_move_stage {
// No restriction (dice not rolled or not move stage)
if can_stage && (sel.is_some() || is_mine) {
cls.push_str(" clickable");
}
if sel == Some(field_num) { cls.push_str(" selected"); }
if can_stage && sel.is_some() && sel != Some(field_num) {
cls.push_str(" dest");
}
} else if can_stage {
if let Some(origin) = sel {
if origin == field_num {
cls.push_str(" selected clickable");
} else {
let dests = valid_dests_for(&seqs_c, &staged, origin);
// Only highlight non-exit destinations (field 0 = exit has no tile)
if dests.iter().any(|&d| d == field_num && d != 0) {
cls.push_str(" clickable dest");
}
}
} else {
let origins = valid_origins_for(&seqs_c, &staged);
if origins.iter().any(|&o| o == field_num) {
cls.push_str(" clickable");
}
}
}
// §6c: highlight fields touched by the hovered jan
if let Some(hm) = hovered_moves {
let pairs = hm.get();
let f = field_num as usize;
let highlighted = pairs.iter().any(|(m1, m2)| {
(m1.get_from() != 0 && m1.get_from() == f)
|| (m1.get_to() != 0 && m1.get_to() == f)
|| (m2.get_from() != 0 && m2.get_from() == f)
|| (m2.get_to() != 0 && m2.get_to() == f)
});
if highlighted {
cls.push_str(" jan-hovered");
}
}
cls
}
on:click=move |_| {
if !is_move_stage { return; }
let staged = staged_moves.get_untracked();
if staged.len() >= 2 { return; }
match selected_origin.get_untracked() {
Some(origin) if origin == field_num => {
selected_origin.set(None);
}
Some(origin) => {
let valid = if seqs_k.is_empty() {
true
} else {
valid_dests_for(&seqs_k, &staged, origin)
.iter()
.any(|&d| d == field_num)
};
if valid {
staged_moves.update(|v| v.push((origin, field_num)));
selected_origin.set(None);
}
}
None => {
if seqs_k.is_empty() {
let val = displayed_value(board, &staged, is_white, field_num);
if is_white && val > 0 || !is_white && val < 0 {
selected_origin.set(Some(field_num));
}
} else {
let origins = valid_origins_for(&seqs_k, &staged);
if origins.iter().any(|&o| o == field_num) {
selected_origin.set(Some(field_num));
// let dests = valid_dests_for(&seqs_k, &staged, field_num);
// if !dests.is_empty() && dests.iter().all(|&d| d == 0) {
// // All destinations are exits: auto-stage
// staged_moves.update(|v| v.push((field_num, 0)));
// } else {
// selected_origin.set(Some(field_num));
// }
}
}
}
}
}
>
<span class="field-num">{field_num}</span>
{move || {
let moves = staged_moves.get();
let val = displayed_value(board, &moves, is_white, field_num);
let count = val.unsigned_abs();
// §6e — ripple on hit (battue) fields; must be inside the
// reactive closure so Leptos uses the same direct rendering
// path as .arriving (avoids node-move that resets animation).
let ripple = is_hit_field.then(|| {
let cls = if is_top_row { "hit-ripple hit-ripple-top" } else { "hit-ripple hit-ripple-bot" };
view! { <div class=cls></div> }.into_any()
});
let stack = (count > 0).then(|| {
let color = if val > 0 { "white" } else { "black" };
let display_n = (count as usize).min(4);
// outermost index: last for top rows, first for bottom rows.
let outer_idx = if is_top_row { display_n - 1 } else { 0 };
let chips: Vec<AnyView> = (0..display_n).map(|i| {
let label = if i == outer_idx && count >= 5 {
count.to_string()
} else {
String::new()
};
if i == outer_idx {
if let Some((dx, dy)) = slide_delta {
return view! {
<div
class=format!("checker {color} arriving")
style=format!("--slide-dx:{dx:.1}px;--slide-dy:{dy:.1}px")
>{label}</div>
}.into_any();
}
}
view! {
<div class=format!("checker {color}")>{label}</div>
}.into_any()
}).collect();
view! { <div class="checker-stack">{chips}</div> }.into_any()
});
(ripple, stack)
}}
</div>
}
.into_any()
})
.collect()
};
// ── Bar content: die in the center bar (die_idx 0 = top bar, 1 = bottom bar) ──
let bar_content = move |die_idx: u8| -> AnyView {
match bar_dice {
None => view! { <div class="bar-die-slot"></div> }.into_any(),
Some(dice_vals) => {
let die_val = if die_idx == 0 {
dice_vals.0
} else {
dice_vals.1
};
view! {
<div class="bar-die-slot">
{move || {
let staged = staged_moves.get();
let (u0, u1) = if bar_is_move {
bar_matched_dice_used(&staged, dice_vals)
} else if is_my_turn {
(true, true)
} else if active_is_move_stage && !suppress_dice_anim {
// Opponent has fresh dice in their Move stage (first view).
(false, false)
} else {
// Dice are old: either from the previous turn (opponent not yet
// rolled) or this is the echo screen after a pending confirm.
(true, true)
};
let used = if die_idx == 0 { u0 } else { u1 };
view! { <Die value=die_val used=used is_double=bar_is_double /> }
}}
</div>
}
.into_any()
}
}
};
let (tl, tr, bl, br) = if is_white {
(&TOP_LEFT_W, &TOP_RIGHT_W, &BOT_LEFT_W, &BOT_RIGHT_W)
} else {
(&TOP_LEFT_B, &TOP_RIGHT_B, &BOT_LEFT_B, &BOT_RIGHT_B)
};
// Zone label pairs (top-left, top-right, bot-left, bot-right) per perspective.
let (label_tl, label_tr, label_bl, label_br) = if is_white {
("", "jan de retour", "grand jan", "petit jan")
} else {
("petit jan", "grand jan", "jan de retour", "")
};
view! {
// board-wrapper keeps zone labels outside .board so the SVG overlay
// inside .board stays correctly positioned (position:absolute top:0 left:0
// is relative to .board, not the wrapper).
<div class="board-wrapper">
<div class="zone-labels-row">
<div class="zone-label zone-label-quarter">{label_tl}</div>
<div class="zone-label zone-label-bar"></div>
<div class="zone-label zone-label-quarter">{label_tr}</div>
</div>
<div class="board">
<div class="board-row top-row">
<div class="board-quarter">{fields_from(tl, true)}</div>
<div class="board-bar">{bar_content(0)}</div>
<div class="board-quarter">{fields_from(tr, true)}</div>
</div>
<div class="board-center-bar"></div>
<div class="board-row bot-row">
<div class="board-quarter">{fields_from(bl, false)}</div>
<div class="board-bar">{bar_content(1)}</div>
<div class="board-quarter">{fields_from(br, false)}</div>
</div>
// SVG overlay: arrows for hovered jan moves
<svg
width="824" height="388"
style="position:absolute;top:0;left:0;pointer-events:none;overflow:visible"
>
{move || {
let Some(hm) = hovered_moves else { return vec![]; };
let pairs = hm.get();
if pairs.is_empty() { return vec![]; }
// Collect unique individual (from, to) moves; skip empty/exit.
let mut moves: Vec<(usize, usize)> = pairs.iter()
.flat_map(|(m1, m2)| [
(m1.get_from(), m1.get_to()),
(m2.get_from(), m2.get_to()),
])
.filter(|&(f, t)| f != 0 && t != 0)
.collect();
moves.sort_unstable();
moves.dedup();
moves.into_iter()
.filter_map(|(from, to)| {
let p1 = field_center(from, is_white)?;
let p2 = field_center(to, is_white)?;
Some(arrow_svg(p1, p2))
})
.collect()
}}
</svg>
// Exit sign: circle+arrow outside the board, next to the last exit field.
// White exits to the right (top-right quarter); Black exits to the left (top-left).
{move || {
// Recompute on every staged_moves change: the exit button must appear
// even when the initial board has a checker outside the exit zone,
// because the first move can bring all checkers in (e.g. 15→21, 19→exit).
let staged = staged_moves.get();
let show = is_move_stage && match staged.len() {
0 => seqs_exit.iter().any(|(m1, m2)| m1.get_to() == 0 || m2.get_to() == 0),
1 => {
let (f0, t0) = staged[0];
seqs_exit.iter()
.filter(|(m1, _)| m1.get_from() as u8 == f0 && m1.get_to() as u8 == t0)
.any(|(_, m2)| m2.get_to() == 0)
}
_ => false,
};
show.then(|| {
let seqs_exit_cls = seqs_exit.clone();
let seqs_exit_click = seqs_exit.clone();
let (pos_style, line_x1, line_x2, head_pts): (&str, &str, &str, &str) =
if is_white {
(
"position:absolute;right:-60px;top:15px;width:50px;height:50px",
"10", "31", "23,17 32,25 23,33",
)
} else {
(
"position:absolute;left:-60px;top:15px;width:50px;height:50px",
"40", "19", "27,17 18,25 27,33",
)
};
view! {
<div
title="Exit"
style=pos_style
class=move || {
let staged = staged_moves.get();
let sel = selected_origin.get();
let active = match sel {
Some(origin) => seqs_exit_cls.is_empty()
|| valid_dests_for(&seqs_exit_cls, &staged, origin)
.iter()
.any(|&d| d == 0),
None => false,
};
if active { "exit-btn exit-active" } else { "exit-btn" }
}
on:click=move |_| {
if !is_move_stage { return; }
let staged = staged_moves.get_untracked();
if staged.len() >= 2 { return; }
let Some(origin) = selected_origin.get_untracked() else {
return;
};
let valid = seqs_exit_click.is_empty()
|| valid_dests_for(&seqs_exit_click, &staged, origin)
.iter()
.any(|&d| d == 0);
if valid {
staged_moves.update(|v| v.push((origin, 0)));
selected_origin.set(None);
}
}
>
<svg width="50" height="50" viewBox="0 0 50 50">
<circle
cx="25" cy="25" r="20"
style="fill:rgba(10,20,10,0.75);stroke:rgba(210,170,30,0.75);stroke-width:2.5"
/>
<line
x1=line_x1 y1="25" x2=line_x2 y2="25"
style="stroke:rgba(210,170,30,0.85);stroke-width:2.5;stroke-linecap:round"
/>
<polyline
points=head_pts
style="fill:none;stroke:rgba(210,170,30,0.85);stroke-width:2.5;stroke-linecap:round;stroke-linejoin:round"
/>
</svg>
</div>
}
.into_any()
})
}}
</div>
<div class="zone-labels-row">
<div class="zone-label zone-label-quarter">{label_bl}</div>
<div class="zone-label zone-label-bar"></div>
<div class="zone-label zone-label-quarter">{label_br}</div>
</div>
</div>
}
}
#[cfg(test)]
mod tests {
use super::*;
use wasm_bindgen_test::wasm_bindgen_test;
#[wasm_bindgen_test]
fn test_bar_matched_dice_used() {
assert_eq!((true, false), bar_matched_dice_used(&[(22, 24)], (2, 3)));
assert_eq!((false, true), bar_matched_dice_used(&[(22, 0)], (2, 3)));
assert_eq!((false, true), bar_matched_dice_used(&[(24, 0)], (5, 1)));
assert_eq!((true, false), bar_matched_dice_used(&[(24, 0)], (1, 5)));
}
}