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					c1d4d1be97 | 
@@ -2,4 +2,4 @@
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--d: release
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					--d: release
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--opt: speed
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					--opt: speed
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--passC: -flto
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					--passC: -flto
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--passL: -flto
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					--passL: -flto
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										22
									
								
								game.nim
									
									
									
									
									
								
							
							
						
						
									
										22
									
								
								game.nim
									
									
									
									
									
								
							@@ -57,7 +57,7 @@ type
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    squares*: array[1..16, Square]
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					    squares*: array[1..16, Square]
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    camels*: array[Color, range[1..16]]
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					    camels*: array[Color, range[1..16]]
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    diceRolled*: array[Color, bool]
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					    diceRolled*: array[Color, bool]
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    leader*: Option[Color]
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					    winner*: Option[Color]
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    gameOver*: bool
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					    gameOver*: bool
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    initialized: bool
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					    initialized: bool
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@@ -66,6 +66,10 @@ type
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template `[]`*[T](b: var Board, idx: T): var Square =
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					template `[]`*[T](b: var Board, idx: T): var Square =
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  b.squares[idx]
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					  b.squares[idx]
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					# apparently we need separate ones for mutable and non-mutable
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					template `[]`*[T](b: Board, idx: T): Square =
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					  b.squares[idx]
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proc hash*(b: Board): Hash =
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					proc hash*(b: Board): Hash =
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  var h: Hash = 0
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					  var h: Hash = 0
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@@ -87,6 +91,11 @@ proc init*(b: var Board) =
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  b.initialized = true
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					  b.initialized = true
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					proc leader*(b: Board): Color =
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					  let leadSquare = max(b.camels)
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					  result = b[leadSquare].camels[^1]
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proc display*(b: Board, start, stop: int) =
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					proc display*(b: Board, start, stop: int) =
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  for i in start..stop:
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					  for i in start..stop:
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    let sq = b.squares[i]
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					    let sq = b.squares[i]
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@@ -108,9 +117,6 @@ proc setState*(b: var Board;
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  for (tile, dest) in tiles:
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					  for (tile, dest) in tiles:
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    b[dest].tile = some(tile)
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					    b[dest].tile = some(tile)
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  let leadCamel = b[max(b.camels)].camels[^1] # top camel in the last currently-occupied space
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  b.leader = some(leadCamel)
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proc diceRemaining*(b: Board): ColorStack =
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					proc diceRemaining*(b: Board): ColorStack =
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  result.initFixedSeq
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					  result.initFixedSeq
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@@ -119,7 +125,7 @@ proc diceRemaining*(b: Board): ColorStack =
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proc resetDice*(b: var Board) =
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					proc resetDice*(b: var Board) =
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  for c, rolled in b.diceRolled:
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					  for c in Color:
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    b.diceRolled[c] = false
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					    b.diceRolled[c] = false
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@@ -130,7 +136,7 @@ proc advance*(b: var Board, die: Die) =
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  var endPos = startPos + roll
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					  var endPos = startPos + roll
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  if endPos > 16: # camel has passed the finish line
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					  if endPos > 16: # camel has passed the finish line
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    b.leader = some(b[startPos].camels[^1])
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					    b.winner = some(b[startPos].camels[^1])
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    b.gameOver = true
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					    b.gameOver = true
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    return
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					    return
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@@ -154,8 +160,4 @@ proc advance*(b: var Board, die: Die) =
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    for i in (dstPrevHigh + 1) .. b[endPos].camels.high:
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					    for i in (dstPrevHigh + 1) .. b[endPos].camels.high:
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      b.camels[b[endPos].camels[i]] = endPos
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					      b.camels[b[endPos].camels[i]] = endPos
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  # if we are stacking on or moving past the previous leader
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  if endPos >= b.camels[b.leader.get]:
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    b.leader = some(b[endPos].camels[^1])
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  b.diceRolled[color] = true
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					  b.diceRolled[color] = true
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@@ -52,7 +52,7 @@ iterator legEndStates(b: Board): Board =
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proc getLegScores*(b: Board): ScoreSet =
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					proc getLegScores*(b: Board): ScoreSet =
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  for prediction in b.legEndStates:
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					  for prediction in b.legEndStates:
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    inc result[prediction.leader.get]
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					    inc result[prediction.winner.get]
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# =====================
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					# =====================
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@@ -65,7 +65,7 @@ proc randomGame*(b: Board, r: var Rand): Color =
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    for roll in randomFuture(projection.diceRemaining, r):
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					    for roll in randomFuture(projection.diceRemaining, r):
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      projection.advance(roll)
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					      projection.advance(roll)
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      if projection.gameOver:
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					      if projection.gameOver:
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        return projection.leader.get
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					        return projection.winner.get
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    projection.resetDice()
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					    projection.resetDice()
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