pub fn find_valid_moves(&self, cell: Cell) -> Vec<Movement> {
        if !self.game_over {
            let moves = self.locations().map(|loc| Movement::new(self, loc, cell));

            let mut valid: Vec<_> = moves.filter(|m| m.is_valid()).collect();
            valid.sort_by(|left, right| left.get_score(self).cmp(&right.get_score(self)).reverse());
            valid
        } else {
            Vec::new()
        }
    }
/// Returns all valid locations where a given cell can be placed.
/// They are ordered so the one with the most flips is first; the
/// AI chooses this move.
Returns all valid locations where a given cell can be placed.
They are ordered so the one with the most flips is first; the
AI chooses this move.
Returns all valid locations where a given cell can be placed . They are ordered so the one with the most flips is first ; the AI chooses this move .
pub fn find_valid_moves(&self, cell: Cell) -> Vec<Movement> {
        if !self.game_over {
            let moves = self.locations().map(|loc| Movement::new(self, loc, cell));
            let mut valid: Vec<_> = moves.filter(|m| m.is_valid()).collect();
            valid.sort_by(|left, right| left.get_score(self).cmp(&right.get_score(self)).reverse());
            valid
        } else {
            Vec::new()
        }
    }
pub fn find_valid_moves ( & self , cell : Cell ) -> Vec < Movement > { if ! self . game_over { let moves = self . locations ( ) . map ( | loc | Movement :: new ( self , loc , cell ) ) ; let mut valid : Vec < _ > = moves . filter ( | m | m . is_valid ( ) ) . collect ( ) ; valid . sort_by ( | left , right | left . get_score ( self ) . cmp ( & right . get_score ( self ) ) . reverse ( ) ) ; valid } else { Vec :: new ( ) } }
Returns all valid locations where a given cell can be placed.
Returns all valid locations where a given cell can be placed .
&self
cell
Cell
&self
cell
Cell