Add mouse interaction
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13fa2ef87d
commit
a2c9e4e257
@ -1,8 +1,9 @@
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use std::collections::HashMap;
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use std::io;
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use std::time::{Duration, Instant};
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use crossterm::event;
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use crossterm::event::{Event, KeyCode};
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use crossterm::event::{Event, KeyCode, MouseButton, MouseEventKind};
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use tui::backend::Backend;
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use tui::style::*;
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use tui::{Frame, Terminal};
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@ -19,6 +20,8 @@ struct SetBotsLayoutScreen {
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layout: BoatsLayout,
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}
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type CoordinatesMapper = HashMap<Coordinates, Coordinates>;
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pub fn set_boat_layout<B: Backend>(
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rules: &GameRules,
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terminal: &mut Terminal<B>,
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@ -29,16 +32,19 @@ pub fn set_boat_layout<B: Backend>(
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.expect("Failed to generate initial boats layout"),
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};
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let mut coordinates_mapper = CoordinatesMapper::default();
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let mut last_tick = Instant::now();
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loop {
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terminal.draw(|f| ui(f, &mut model, rules))?;
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terminal.draw(|f| coordinates_mapper = ui(f, &mut model, rules))?;
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let timeout = TICK_RATE
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.checked_sub(last_tick.elapsed())
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.unwrap_or_else(|| Duration::from_secs(0));
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if event::poll(timeout)? {
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if let Event::Key(key) = event::read()? {
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let event = event::read()?;
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if let Event::Key(key) = &event {
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match key.code {
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KeyCode::Char('q') => return Ok(ScreenResult::Canceled),
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KeyCode::Enter => {
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@ -51,6 +57,22 @@ pub fn set_boat_layout<B: Backend>(
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}
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model.curr_boat %= model.layout.number_of_boats();
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} else if let Event::Mouse(mouse) = event {
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if MouseEventKind::Up(MouseButton::Left) == mouse.kind {
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let src_pos = Coordinates::new(mouse.column, mouse.row);
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if let Some(pos) = coordinates_mapper.get(&src_pos) {
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match model.layout.find_boat_at_position(*pos).cloned() {
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// Change of selected boat
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Some(b) if b != model.layout.0[model.curr_boat] => {
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model.curr_boat =
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model.layout.0.iter().position(|s| s == &b).unwrap();
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}
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// Move current boat
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_ => model.layout.0[model.curr_boat].start = *pos,
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}
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}
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}
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}
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}
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if last_tick.elapsed() >= TICK_RATE {
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@ -59,7 +81,11 @@ pub fn set_boat_layout<B: Backend>(
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}
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}
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fn ui<B: Backend>(f: &mut Frame<B>, model: &mut SetBotsLayoutScreen, rules: &GameRules) {
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fn ui<B: Backend>(
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f: &mut Frame<B>,
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model: &mut SetBotsLayoutScreen,
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rules: &GameRules,
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) -> CoordinatesMapper {
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let current_boat = ColoredCells {
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color: Color::Green,
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cells: model.layout.0[model.curr_boat].all_coordinates(),
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@ -77,11 +103,20 @@ fn ui<B: Backend>(f: &mut Frame<B>, model: &mut SetBotsLayoutScreen, rules: &Gam
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cells: other_boats_cells,
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};
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let mut coordinates_mapper = HashMap::new();
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let game_map_widget = GameMapWidget::new(rules)
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.set_default_empty_char(' ')
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.add_colored_cells(current_boat)
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.add_colored_cells(other_boats)
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.set_title("Choose your boat layout")
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.set_yield_func(|c, r| {
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for i in 0..r.width {
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for j in 0..r.height {
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coordinates_mapper.insert(Coordinates::new(r.x + i, r.y + j), c);
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}
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}
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})
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.set_legend(
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"n next boat \n\
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r rotate boat \n\n\
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@ -92,4 +127,6 @@ fn ui<B: Backend>(f: &mut Frame<B>, model: &mut SetBotsLayoutScreen, rules: &Gam
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let (w, h) = game_map_widget.estimated_size();
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let area = centered_rect_size(w, h, &f.size());
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f.render_widget(game_map_widget, area);
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coordinates_mapper
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}
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@ -20,6 +20,7 @@ pub struct GameMapWidget<'a> {
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colored_cells: Vec<ColoredCells>,
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title: Option<String>,
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legend: Option<String>,
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yield_coordinates: Option<Box<dyn 'a + FnMut(Coordinates, Rect)>>,
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}
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impl<'a> GameMapWidget<'a> {
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@ -30,6 +31,7 @@ impl<'a> GameMapWidget<'a> {
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colored_cells: vec![],
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title: None,
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legend: None,
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yield_coordinates: None,
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}
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}
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@ -53,6 +55,14 @@ impl<'a> GameMapWidget<'a> {
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self
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}
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pub fn set_yield_func<F>(mut self, func: F) -> Self
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where
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F: 'a + FnMut(Coordinates, Rect),
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{
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self.yield_coordinates = Some(Box::new(func));
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self
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}
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pub fn grid_size(&self) -> (u16, u16) {
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let w = self.rules.map_width as u16 * 2 + 1;
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let h = self.rules.map_height as u16 * 2 + 1;
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@ -76,7 +86,7 @@ impl<'a> GameMapWidget<'a> {
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}
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impl<'a> Widget for GameMapWidget<'a> {
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fn render(self, area: Rect, buf: &mut Buffer) {
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fn render(mut self, area: Rect, buf: &mut Buffer) {
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let alphabet = PlayConfiguration::default().ordinate_alphabet;
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let symbols = BorderType::line_symbols(BorderType::Plain);
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@ -92,12 +102,16 @@ impl<'a> Widget for GameMapWidget<'a> {
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// Paint game grid
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for y in 0..(self.rules.map_height + 1) {
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// Header (ordinate)
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if y < self.rules.map_height {
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buf.get_mut(area.x, start_y + 2 + (y as u16 * 2))
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.set_char(alphabet.chars().nth(y).unwrap());
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}
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for x in 0..(self.rules.map_width + 1) {
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let coordinates = Coordinates::new(x as i32, y as i32);
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// Header (abscissa)
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if x < self.rules.map_width {
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buf.set_string(
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area.x + 2 + (x as u16 * 2) - (x as u16) / 10,
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@ -110,6 +124,11 @@ impl<'a> Widget for GameMapWidget<'a> {
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let o_x = 1 + area.x + (x as u16 * 2);
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let o_y = 1 + start_y + (y as u16 * 2);
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let color = self
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.colored_cells
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.iter()
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.find(|c| c.cells.contains(&coordinates));
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buf.get_mut(o_x, o_y).set_symbol(match (x, y) {
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(0, 0) => symbols.top_left,
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@ -142,13 +161,13 @@ impl<'a> Widget for GameMapWidget<'a> {
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.get_mut(o_x + 1, o_y + 1)
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.set_char(self.default_empty_character);
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if let Some(c) = self
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.colored_cells
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.iter()
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.find(|c| c.cells.contains(&Coordinates::new(x as i32, y as i32)))
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{
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if let Some(c) = color {
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cell.set_bg(c.color);
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}
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if let Some(f) = self.yield_coordinates.as_mut() {
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f(coordinates, Rect::new(o_x + 1, o_y + 1, 1, 1));
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}
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}
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}
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}
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@ -18,12 +18,7 @@ pub enum BoatDirection {
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BottomRight,
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}
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const _BOATS_DIRECTION: [BoatDirection; 4] = [
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BoatDirection::Left,
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BoatDirection::Right,
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BoatDirection::Up,
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BoatDirection::Down,
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];
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const _BOATS_DIRECTION: [BoatDirection; 2] = [BoatDirection::Right, BoatDirection::Down];
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const _ALL_DIRECTIONS: [BoatDirection; 8] = [
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BoatDirection::Left,
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@ -54,8 +49,8 @@ impl BoatDirection {
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pub fn shift_coordinates(&self, coordinates: Coordinates, nth: usize) -> Coordinates {
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let shift = match self {
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BoatDirection::Left => (1, 0),
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BoatDirection::Right => (-1, 0),
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BoatDirection::Left => (-1, 0),
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BoatDirection::Right => (1, 0),
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BoatDirection::Up => (0, -1),
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BoatDirection::Down => (0, 1),
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BoatDirection::UpLeft => (-1, -1),
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