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Fix tictactoe
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c202878013
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ab1218043a
@ -27,7 +27,11 @@ function bounded_iteration_interest(capital: u32,
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if i < iterations {
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if i < iterations {
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// Note that the added amount is rounded down.
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// Note that the added amount is rounded down.
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amount += (amount * rate) / 100u32;
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amount += (amount * rate) / 100u32;
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} // Skip the remaining iterations.
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} // Skip the remaining iterations.
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if i == 40u8 {
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return amount;
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}
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}
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}
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return amount;
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return amount;
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}
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}
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@ -4,17 +4,26 @@
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// The state of the board is captured by a value of this circuit type.
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// The state of the board is captured by a value of this circuit type.
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// This will work better with arrays, but for now we just expand the 9 cells.
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// This will work better with arrays, but for now we just expand the 9 cells.
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circuit Row {
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e1: u8,
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e2: u8,
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e3: u8
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}
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circuit Board {
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circuit Board {
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// c(ell){row}{column} (0 for empty, 1 for X, 2 for O):
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r1: Row,
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c11: u8,
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r2: Row,
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c12: u8,
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r3: Row,
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c13: u8,
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}
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c21: u8,
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c22: u8,
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// This function creates a new game board, with all cells empty.
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c23: u8,
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@program
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c31: u8,
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function new() -> Board {
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c32: u8,
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return Board {
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c33: u8
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r1: Row { e1: 0u8, e2: 0u8, e3: 0u8 },
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r2: Row { e1: 0u8, e2: 0u8, e3: 0u8 },
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r3: Row { e1: 0u8, e2: 0u8, e3: 0u8 },
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};
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}
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}
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// This function checks whether a player is a winner on a board.
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// This function checks whether a player is a winner on a board.
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@ -23,20 +32,20 @@ circuit Board {
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function win(b: Board, p: u8) -> bool {
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function win(b: Board, p: u8) -> bool {
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return
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return
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(b.c11 == p && b.c12 == p && b.c13 == p) || // row 1
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(b.r1.e1 == p && b.r1.e2 == p && b.r1.e3 == p) || // row 1
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(b.c21 == p && b.c22 == p && b.c23 == p) || // row 2
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(b.r2.e1 == p && b.r2.e2 == p && b.r2.e3 == p) || // row 2
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(b.c31 == p && b.c32 == p && b.c33 == p) || // row 3
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(b.r3.e1 == p && b.r3.e3 == p && b.r3.e3 == p) || // row 3
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(b.c11 == p && b.c21 == p && b.c31 == p) || // column 1
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(b.r1.e1 == p && b.r2.e1 == p && b.r3.e1 == p) || // column 1
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(b.c12 == p && b.c22 == p && b.c32 == p) || // column 2
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(b.r1.e2 == p && b.r2.e3 == p && b.r3.e2 == p) || // column 2
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(b.c13 == p && b.c23 == p && b.c33 == p) || // column 3
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(b.r1.e3 == p && b.r2.e3 == p && b.r3.e3 == p) || // column 3
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(b.c11 == p && b.c22 == p && b.c33 == p) || // diagonal
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(b.r1.e1 == p && b.r2.e2 == p && b.r3.e3 == p) || // diagonal
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(b.c13 == p && b.c22 == p && b.c31 == p); // other diagonal
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(b.r1.e3 == p && b.r2.e2 == p && b.r3.e1 == p); // other diagonal
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}
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}
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// This carries out a single move: a player (1 for X, 2 for O) marking a cell.
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// This carries out a single move: a player (1 for X, 2 for O) marking a cell.
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// The cell must be empty (i.e. contain 0), otherwise this is a no-op.
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// The cell must be empty (i.e. contain 0), otherwise this is a no-op.
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// The u8 result is the winning player, of 0 if there is no winner (yet).
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// The u8 result is the winning player, of 0 if there is no winner (yet).
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//
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@program
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@program
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function main(public player: u8, row: u8, col: u8, board: Board) -> (Board, u8) {
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function main(public player: u8, row: u8, col: u8, board: Board) -> (Board, u8) {
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console.assert(player == 1u8 || player == 2u8); // 1 for X, 2 for O
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console.assert(player == 1u8 || player == 2u8); // 1 for X, 2 for O
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@ -44,113 +53,95 @@ function main(public player: u8, row: u8, col: u8, board: Board) -> (Board, u8)
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console.assert(1u8 <= col && col <= 3u8);
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console.assert(1u8 <= col && col <= 3u8);
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let new: Board = board;
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let new: Board = board;
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// This will work better when circuit assignment is supported.
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// This will work better when circuit assignment is supported.
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if row == 1u8 && col == 1u8 && new.c11 == 0u8 {
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if row == 1u8 && col == 1u8 && new.r1.e1 == 0u8 {
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new = Board {
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new = Board {
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c11: player,
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r1: Row {
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c12: new.c12,
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e1: player,
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c13: new.c13,
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e2: new.r1.e2,
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c21: new.c21,
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e3: new.r1.e3
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c22: new.c22,
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},
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c23: new.c23,
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r2: new.r2,
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c31: new.c31,
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r3: new.r3
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c32: new.c32,
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c33: new.c33,
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};
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};
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} else if row == 1u8 && col == 2u8 && new.c12 == 0u8 {
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} else if row == 1u8 && col == 2u8 && new.r1.e2 == 0u8 {
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new = Board {
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new = Board {
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c11: new.c11,
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r1: Row {
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c12: player,
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e1: new.r1.e1,
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c13: new.c13,
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e2: player,
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c21: new.c21,
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e3: new.r1.e3
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c22: new.c22,
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},
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c23: new.c23,
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r2: new.r2,
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c31: new.c31,
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r3: new.r3
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c32: new.c32,
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c33: new.c33,
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};
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};
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} else if row == 1u8 && col == 3u8 && new.c13 == 0u8 {
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} else if row == 1u8 && col == 3u8 && new.r1.e3 == 0u8 {
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new = Board {
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new = Board {
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c11: new.c11,
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r1: Row {
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c12: new.c12,
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e1: new.r1.e1,
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c13: player,
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e2: new.r1.e2,
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c21: new.c21,
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e3: player
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c22: new.c22,
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},
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c23: new.c23,
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r2: new.r2,
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c31: new.c31,
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r3: new.r3
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c32: new.c32,
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c33: new.c33,
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};
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};
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} else if row == 2u8 && col == 1u8 && new.c21 == 0u8 {
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} else if row == 2u8 && col == 1u8 && new.r2.e1 == 0u8 {
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new = Board {
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new = Board {
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c11: new.c11,
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r1: new.r1,
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c12: new.c12,
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r2: Row {
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c13: new.c13,
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e1: player,
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c21: player,
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e2: new.r2.e2,
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c22: new.c22,
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e3: new.r2.e3
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c23: new.c23,
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},
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c31: new.c31,
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r3: new.r3
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c32: new.c32,
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c33: new.c33,
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};
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};
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} else if row == 2u8 && col == 2u8 && new.c22 == 0u8 {
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} else if row == 2u8 && col == 2u8 && new.r2.e2 == 0u8 {
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new = Board {
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new = Board {
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c11: new.c11,
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r1: new.r1,
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c12: new.c12,
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r2: Row {
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c13: new.c13,
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e1: new.r2.e1,
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c21: new.c21,
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e2: player,
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c22: player,
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e3: new.r2.e3
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c23: new.c23,
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},
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c31: new.c31,
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r3: new.r3
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c32: new.c32,
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c33: new.c33,
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};
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};
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} else if row == 2u8 && col == 3u8 && new.c23 == 0u8 {
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} else if row == 2u8 && col == 3u8 && new.r2.e3 == 0u8 {
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new = Board {
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new = Board {
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c11: new.c11,
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r1: new.r1,
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c12: new.c12,
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r2: Row {
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c13: new.c13,
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e1: new.r2.e1,
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c21: new.c21,
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e2: new.r2.e2,
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c22: new.c22,
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e3: player
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c23: player,
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},
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c31: new.c31,
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r3: new.r3
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c32: new.c32,
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c33: new.c33,
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};
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};
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} else if row == 3u8 && col == 1u8 && new.c31 == 0u8 {
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} else if row == 3u8 && col == 1u8 && new.r3.e1 == 0u8 {
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new = Board {
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new = Board {
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c11: new.c11,
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r1: new.r1,
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c12: new.c12,
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r2: new.r2,
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c13: new.c13,
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r3: Row {
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c21: new.c21,
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e1: player,
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c22: new.c22,
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e2: new.r3.e2,
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c23: new.c23,
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e3: new.r3.e3
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c31: player,
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}
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c32: new.c32,
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c33: new.c33,
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};
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};
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} else if row == 3u8 && col == 2u8 && new.c32 == 0u8 {
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} else if row == 3u8 && col == 2u8 && new.r3.e2 == 0u8 {
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new = Board {
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new = Board {
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c11: new.c11,
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r1: new.r1,
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c12: new.c12,
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r2: new.r2,
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c13: new.c13,
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r3: Row {
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c21: new.c21,
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e1: new.r3.e1,
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c22: new.c22,
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e2: player,
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c23: new.c23,
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e3: new.r3.e3
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c31: new.c31,
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}
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c32: player,
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c33: new.c33,
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};
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};
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} else if row == 3u8 && col == 3u8 && new.c33 == 0u8 {
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} else if row == 3u8 && col == 3u8 && new.r3.e3 == 0u8 {
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new = Board {
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new = Board {
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c11: new.c11,
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r1: new.r1,
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c12: new.c12,
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r2: new.r2,
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c13: new.c13,
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r3: Row {
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c21: new.c21,
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e1: new.r3.e1,
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c22: new.c22,
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e2: new.r3.e2,
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c23: new.c23,
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e3: player
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c31: new.c31,
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}
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c32: new.c32,
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c33: player,
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};
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};
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}
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}
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if win(new, 1u8) {
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if win(new, 1u8) {
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