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//! All of the overengineered code around Players and Scores.
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use std::{
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fmt::{Debug, Display},
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marker::PhantomData,
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@ -100,6 +102,7 @@ impl Try for State {
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// This fun generic setup ensures that we never compare two scores from different layers.
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pub struct Score<P>(pub i32, PhantomData<P>);
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// your brain on types. this is really bad. but really funny. and it works.
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pub trait MinmaxPlayer {
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type Enemy: MinmaxPlayer<Enemy = Self>;
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}
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