ran cargo fix
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@@ -47,7 +47,7 @@ impl Application for Game {
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async fn run(&mut self, args: Vec<String>) -> Result<(), Error> {
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let settings = [0, 0, 0]; // ai_count, snake_len, poi_count
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let _settings = [0, 0, 0]; // ai_count, snake_len, poi_count
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if args.len() == 0 {
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self.gamemode = Gamemode::SinglePlayer;
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@@ -75,7 +75,7 @@ impl Application for Game {
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self.prepare();
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// switch OS to application mode
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let d = Display::borrow();
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let _d = Display::borrow();
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// render the initial state of the screen.
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self.render().map_err(|_| Error::ApplicationError(String::from("failed to render game screen")))?;
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// run the game
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@@ -99,19 +99,19 @@ impl Game {
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}
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fn respawn_snakes(&mut self) {
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if let Gamemode::WithAI(ai_count, snake_len, _poi) = self.gamemode {
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if let Gamemode::WithAI(_ai_count, snake_len, _poi) = self.gamemode {
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self.snakes.push(Snake::ai(self.snakes.len() + 1, snake_len));
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}
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}
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async fn gameloop(&mut self) -> Result<(), Error> { // main gameloop
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let mut all_points: Vec<Position>;
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let mut _all_points: Vec<Position>;
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'gameloop: loop {
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time::wait(0.1);
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let mut points: Vec<Position>;
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let mut _points: Vec<Position>;
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let length = self.snakes.len();
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for i in 0..length {
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@@ -350,7 +350,7 @@ impl PathFinder {
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}
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}
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fn optimal_move(head: &Position, rel_pos: &Position, moves: &Vec<Direction>) -> Direction {
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fn optimal_move(_head: &Position, rel_pos: &Position, moves: &Vec<Direction>) -> Direction {
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let mut optimal_moves = vec![Direction::None; 4];
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let x_offset: usize;
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