src/player.rs
author Peter Gervai <grin@grin.hu>
Sat, 04 Feb 2023 22:57:08 +0100
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/// This is the implementation of a Player.
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use std::collections::VecDeque;
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// We use this to move variables out of a Vec with ownership.
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use std::mem;
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use crate::deck::*;
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use crate::card::*;
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use crate::row::*;
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#[derive(Debug)]
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/// A `Player` is a person in the game.
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/// # Structure members
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/// * `name` - the name of the Player
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/// * `hand` - the cards in the hand of Player, stored as a [`Deck`], so, for example, it could be shuffled or sorted.
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/// * `pile` - the pile of busted [`Row`] [`Card`]s, counted at the end of the round.
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/// * `game_point` - points in the current game round
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/// * `total_point` - points in all the games total
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/// * `rows_busted` - just counting how many rows the player have collected
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/// * `wins` - how many games have the Player won
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pub(crate) struct Player {
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    name: String,
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    hand: Deck,
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    pile: VecDeque<Card>,
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    game_point: i32,
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    total_point: i32,
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    rows_busted: i32,
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    wins: i32,
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}
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impl Player {
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    /// Creates a new [`Player`] with a given `name`.
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    pub(crate) fn new(name: String)->Self {
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        debug!("Player {} created", name);
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        Player {
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            name,
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            hand: Deck::new_empty(),
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            pile: VecDeque::new(),
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            game_point: 0,
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            total_point: 0,
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            rows_busted: 0,
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            wins: 0,
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        }
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    }
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    /// get one card from the dealer
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    pub(crate) fn get_card( &mut self, card: Card ) {
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        trace!("Player {} got a card {:?}, cards before {}", self.name, &card, self.hand.len());
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        self.hand.push(card);
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    }
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    /// throw a card from hand to the table
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    pub(crate) fn throw_card( &mut self )->Card {
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        if let Some(c) = self.hand.pop() {
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            trace!("Player {} throws a card {:?}", self.name, &c);
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            c
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        } else {
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            panic!("throw_card: Player {} has no card in hand!", self.name);
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        }
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    }
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    /// get a busted row of cards
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    pub(crate) fn give_pile( &mut self, cards: VecDeque<Card> ) {
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        for c in cards.into_iter() {
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            self.game_point += c.points as i32;
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            self.pile.push_back(c);
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        }
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        self.rows_busted += 1;
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        trace!("Player {} got busted, count {}", self.name, &self.rows_busted);
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    }
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    /// Get the name of the Player
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    pub fn get_name(&self) -> &String {
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        &self.name
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    }
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    /// ask the player their score
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    pub(crate) fn get_points( &self ) -> i32 {
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        self.game_point
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    }
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    /// Get the number of games won
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    pub fn get_wins(&self) -> i32 {
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        self.wins
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    }
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    /// Player won this game, increment counter
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    pub(crate) fn inc_wins( &mut self ) {
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        self.wins += 1;
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    }
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    /// Get total points of all games
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    pub fn get_total_points(&self) -> i32 {
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        self.total_point
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    }
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    /// Get the number of total busted rows
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    pub fn get_rows_busted(&self) -> i32 {
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        self.rows_busted
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    }
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    /// give back cards from the player's pile ino the Deck
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    pub(crate) fn get_pile( &mut self ) -> VecDeque<Card> {
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        trace!("Player {} gives back their pile", self.name);
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        // Here we take the ownership of the `pile` VecDeque<Card> structure, 
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        // and replace it with "the default" (an empty VecDeque); we can
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        // return it now without taking a mutable borrow of `self`.
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        mem::take( &mut self.pile )
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        // same effect (`drain()` also transfers ownership):
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        // self.pile.drain(..).collect()
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        // very cumbersome manual fiddling (also in wrong/reverted order...)
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/*      let mut throw: Vec<Card> = Vec::new();
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        for _i in 0 .. self.pile.len() {
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            throw.push( self.pile.pop().unwrap() );
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        }
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        throw
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 */    
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    }
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    // I can do this just because I *throw away* c!
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    // Doesn't work if I want to use/return it.
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/*     fn _gimme_pile(self)->Self {
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        for c in &self.pile {
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            println!("Throw {} ", c);
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        }
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        self
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    }
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 */
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    /// End of round, "close" the Player and verify that we did all right.
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    /// These ought to be `assert()` calls, but... same thing.
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    pub(crate) fn close_round( &mut self ) {
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        if self.hand.len() > 0 {
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            panic!("Closing round when {} has {} cards in hand", self.name, self.hand.len());
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        }
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        if self.pile.len() > 0 {
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            panic!("Closing round when {} stil have pile with {} cards", self.name, self.pile.len());
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        }
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        trace!("Player {} closing round; points={} total so far {}", self.name, self.game_point, self.total_point);
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        self.total_point += self.game_point;
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        self.game_point = 0;
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    }
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    /// Card too small: pick a row to collect from the rows.
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    /// It selects the first row with the lowest `points`.
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    /// 
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    /// # Arguments
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    /// * `rows` - A `Vec`tor of [`Row`]s to pick from 
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    /// * `playercard` - The actual card the player just thrown, which could be used in decision (but it isn't now)
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    pub(crate) fn pick_row_for_small_card( &self, rows: &Vec<Row>, playercard: &Card ) -> usize {
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        trace!("Player {} picking a row for small card, card {:?}, rows {:?}", self.name, playercard, rows);
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        // contains the summary point for each row
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        let mut row_points = Vec::with_capacity(5);
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        // the smallest row score (we start by something larger than anything possible)
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        let mut smallest = 999;
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        // how many rows have the same smallest score
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        let mut same_point = 0;
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        // the first smallest row_id (start by larger than max)
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        let mut smallest_rowid = 255;
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        for rowid in 0 .. rows.len() {
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            // debug!("pick_row_for_small_card: rowlen {}, rowid {}", rows.len(), rowid);
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            // As Row to calculate the summary points for itself and store it in a Vec
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            row_points.push( rows[rowid].sum() );
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            if row_points[rowid] < smallest {
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                // we have a new smallest row
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                smallest = row_points[rowid];
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                same_point = 0;
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                smallest_rowid = rowid;
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            } else if row_points[rowid] == smallest {
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                // we have another row with same point as smallest
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                same_point += 1;
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            }
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        }
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        if same_point < 1 {
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            // we have one smallest row
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            smallest_rowid.try_into().unwrap()      // it's tiny, will fit into u8, so unwrap() is safe
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        } else {
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            // bored, we pick the first now anyway; this could be smarter, but possibly 
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            // it would require peeking at other rows and the thrown cards of others.
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            smallest_rowid.try_into().unwrap()
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        }
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    }
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}
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/// `PlayerCard` is a [`Card`] associated with a Player.
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#[derive(Debug)]
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pub(crate) struct PlayerCard {
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    pub player_id: i32,
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    pub card: Card,
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}
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impl PlayerCard {
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    /// It isn't used because I was tired fighting with the borrow checker ;-)
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    fn _get_player(&self) -> i32 {
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        self.player_id
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    }
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}
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/// We use this to sort the [`Card`]s, using its own knowledge about equality.
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impl PartialEq for PlayerCard {
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    fn eq(&self, other: &Self) -> bool {
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        self.card == other.card
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    }
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}
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/// We use this to sort the [`Card`]s, using its own knowledge about ordering.
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impl PartialOrd for PlayerCard {
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    fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
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        match self.card.partial_cmp(&other.card) {
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            Some(core::cmp::Ordering::Equal) => {None}
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            ord => return ord,
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        }
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    }
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}
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