fn full(p: Problem) -> Solution {
    let water_extra = (p.water_tot - p.saturation_water) as f64;
    let level = p.ground_max as f64 + water_extra / p.groundsize as f64;
    let levels = vec![level; p.grounds.len()];
    return Solution::new(levels, &p.grounds);
}
// full: the world is filled above saturation
the world is filled above saturation
the world is filled above saturation
fn full(p: Problem) -> Solution {
    let water_extra = (p.water_tot - p.saturation_water) as f64;
    let level = p.ground_max as f64 + water_extra / p.groundsize as f64;
    let levels = vec![level; p.grounds.len()];
    return Solution::new(levels, &p.grounds);
}
fn full ( p : Problem ) -> Solution { let water_extra = ( p . water_tot - p . saturation_water ) as f64 ; let level = p . ground_max as f64 + water_extra / p . groundsize as f64 ; let levels = vec ! [ level p grounds len ( ) ] ; return Solution :: new ( levels , & p . grounds ) ; }
full: the world is filled above saturation
full : the world is filled above saturation
p
Problem
p
Problem