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* @param {Piece} from_square_occupant\n * @returns {number}\n */\n validate_man_move(from, to, from_square_occupant) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n _assertClass(from_square_occupant, Piece);\n var ptr2 = from_square_occupant.ptr;\n from_square_occupant.ptr = 0;\n var ret = wasm.board_validate_man_move(this.ptr, ptr0, ptr1, ptr2);\n return ret >>> 0;\n }\n /**\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n * @param {Piece} from_square_occupant\n * @returns {number}\n */\n validate_king_move(from, to, from_square_occupant) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n _assertClass(from_square_occupant, Piece);\n var ptr2 = from_square_occupant.ptr;\n from_square_occupant.ptr = 0;\n var ret = wasm.board_validate_king_move(this.ptr, ptr0, ptr1, ptr2);\n return ret >>> 0;\n }\n /**\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n * @returns {number}\n */\n jumpee_idx(from, to) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n var ret = wasm.board_jumpee_idx(this.ptr, ptr0, ptr1);\n return ret >>> 0;\n }\n /**\n * Unwrap the jumpee piece from the square and [`Board::check_jumpee_team`] with [`Moveable`] response\n * @param {Square} jumpee\n * @param {Piece} from_occ\n * @returns {number}\n */\n static validate_jumpee(jumpee, from_occ) {\n _assertClass(jumpee, Square);\n var ptr0 = jumpee.ptr;\n jumpee.ptr = 0;\n _assertClass(from_occ, Piece);\n var ptr1 = from_occ.ptr;\n from_occ.ptr = 0;\n var ret = wasm.board_validate_jumpee(ptr0, ptr1);\n return ret >>> 0;\n }\n /**\n * Check that the source piece and the jumpee are of opposing teams\n * @param {Piece} from\n * @param {Piece} jumpee\n * @returns {boolean}\n */\n static check_jumpee_team(from, jumpee) {\n _assertClass(from, Piece);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(jumpee, Piece);\n var ptr1 = jumpee.ptr;\n jumpee.ptr = 0;\n var ret = wasm.board_check_jumpee_team(ptr0, ptr1);\n return ret !== 0;\n }\n /**\n * Initialise a game board without game pieces\n * @param {number} width\n * @param {number} height\n * @param {number} current_turn\n */\n constructor(width, height, current_turn) {\n var ret = wasm.board_new(width, height, current_turn);\n return Board.__wrap(ret);\n }\n /**\n * Reset the given board to a starting layout with 3 rows of opposing pieces\n * @param {Board} board\n * @param {number} piece_rows\n * @returns {Board}\n */\n static init_game(board, piece_rows) {\n _assertClass(board, Board);\n var ptr0 = board.ptr;\n board.ptr = 0;\n var ret = wasm.board_init_game(ptr0, piece_rows);\n return Board.__wrap(ret);\n }\n /**\n * Get the [`Board::current_turn`] parameter\n * @returns {number}\n */\n current_turn() {\n var ret = wasm.board_current_turn(this.ptr);\n return ret >>> 0;\n }\n /**\n * @param {number} new_team\n */\n set_turn(new_team) {\n wasm.board_set_turn(this.ptr, new_team);\n }\n /**\n * Get a pointer to the backing array of board squares, [`Board::cells`]\n * @returns {number}\n */\n cells() {\n var ret = wasm.board_cells(this.ptr);\n return ret;\n }\n /**\n * Get the number of board squares\n * @returns {number}\n */\n num_cells() {\n var ret = wasm.board_num_cells(this.ptr);\n return ret >>> 0;\n }\n /**\n * Get the number of remaining pieces\n * @returns {number}\n */\n num_pieces() {\n var ret = wasm.board_num_pieces(this.ptr);\n return ret >>> 0;\n }\n /**\n * Get the number of remaining pieces for a player\n * @param {number} team\n * @returns {number}\n */\n num_player(team) {\n var ret = wasm.board_num_player(this.ptr, team);\n return ret >>> 0;\n }\n /**\n * Get the score value, Black - White pieces\n * @returns {number}\n */\n score() {\n var ret = wasm.board_score(this.ptr);\n return ret;\n }\n /**\n * Get the state of a board square by 1D array index\n * @param {number} idx\n * @returns {number}\n */\n cell_state(idx) {\n var ret = wasm.board_cell_state(this.ptr, idx);\n return ret >>> 0;\n }\n}\n/**\n* Rank 2 tensor index to identify a board square by row and column\n*/\nexport class BrdIdx {\n\n static __wrap(ptr) {\n const obj = Object.create(BrdIdx.prototype);\n obj.ptr = ptr;\n\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_brdidx_free(ptr);\n }\n /**\n * @param {number} row\n * @param {number} col\n * @returns {BrdIdx}\n */\n static from(row, col) {\n var ret = wasm.brdidx_from(row, col);\n return BrdIdx.__wrap(ret);\n }\n}\n/**\n* Root-level structure for managing the game as a collection of board states\n*/\nexport class Game {\n\n static __wrap(ptr) {\n const obj = Object.create(Game.prototype);\n obj.ptr = ptr;\n\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_game_free(ptr);\n }\n /**\n * Attempt to make a move given a source and destination index\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n */\n make_move(from, to) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n wasm.game_make_move(this.ptr, ptr0, ptr1);\n }\n /**\n * Update board state with given move and push new board into current state\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n */\n execute_move(from, to) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n wasm.game_execute_move(this.ptr, ptr0, ptr1);\n }\n /**\n * Update board state with given jump move and push new board into current state\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n */\n execute_jump(from, to) {\n _assertClass(from, BrdIdx);\n var 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* as wasm from './draught_bg.wasm';\n\nconst heap = new Array(32).fill(undefined);\n\nheap.push(undefined, null, true, false);\n\nfunction getObject(idx) { return heap[idx]; }\n\nlet heap_next = heap.length;\n\nfunction dropObject(idx) {\n if (idx < 36) return;\n heap[idx] = heap_next;\n heap_next = idx;\n}\n\nfunction takeObject(idx) {\n const ret = getObject(idx);\n dropObject(idx);\n return ret;\n}\n\nconst lTextDecoder = typeof TextDecoder === 'undefined' ? (0, module.require)('util').TextDecoder : TextDecoder;\n\nlet cachedTextDecoder = new lTextDecoder('utf-8', { ignoreBOM: true, fatal: true });\n\ncachedTextDecoder.decode();\n\nlet cachegetUint8Memory0 = null;\nfunction getUint8Memory0() {\n if (cachegetUint8Memory0 === null || cachegetUint8Memory0.buffer !== wasm.memory.buffer) {\n cachegetUint8Memory0 = new Uint8Array(wasm.memory.buffer);\n }\n return cachegetUint8Memory0;\n}\n\nfunction getStringFromWasm0(ptr, len) {\n return cachedTextDecoder.decode(getUint8Memory0().subarray(ptr, ptr + len));\n}\n\nfunction addHeapObject(obj) {\n if (heap_next === heap.length) heap.push(heap.length + 1);\n const idx = heap_next;\n heap_next = heap[idx];\n\n heap[idx] = obj;\n return idx;\n}\n\nfunction isLikeNone(x) {\n return x === undefined || x === null;\n}\n\nfunction _assertClass(instance, klass) {\n if (!(instance instanceof klass)) {\n throw new Error(`expected instance of ${klass.name}`);\n }\n return instance.ptr;\n}\n/**\n*/\nexport function init_game() {\n wasm.init_game();\n}\n\nlet WASM_VECTOR_LEN = 0;\n\nconst lTextEncoder = typeof TextEncoder === 'undefined' ? (0, module.require)('util').TextEncoder : TextEncoder;\n\nlet cachedTextEncoder = new lTextEncoder('utf-8');\n\nconst encodeString = (typeof cachedTextEncoder.encodeInto === 'function'\n ? function (arg, view) {\n return cachedTextEncoder.encodeInto(arg, view);\n}\n : function (arg, view) {\n const buf = cachedTextEncoder.encode(arg);\n view.set(buf);\n return {\n read: arg.length,\n written: buf.length\n };\n});\n\nfunction passStringToWasm0(arg, malloc, realloc) {\n\n if (realloc === undefined) {\n const buf = cachedTextEncoder.encode(arg);\n const ptr = malloc(buf.length);\n getUint8Memory0().subarray(ptr, ptr + buf.length).set(buf);\n WASM_VECTOR_LEN = buf.length;\n return ptr;\n }\n\n let len = arg.length;\n let ptr = malloc(len);\n\n const mem = getUint8Memory0();\n\n let offset = 0;\n\n for (; offset < len; offset++) {\n const code = arg.charCodeAt(offset);\n if (code > 0x7F) break;\n mem[ptr + offset] = code;\n }\n\n if (offset !== len) {\n if (offset !== 0) {\n arg = arg.slice(offset);\n }\n ptr = realloc(ptr, len, len = offset + arg.length * 3);\n const view = getUint8Memory0().subarray(ptr + offset, ptr + len);\n const ret = encodeString(arg, view);\n\n offset += ret.written;\n }\n\n WASM_VECTOR_LEN = offset;\n return ptr;\n}\n\nlet cachegetInt32Memory0 = null;\nfunction getInt32Memory0() {\n if (cachegetInt32Memory0 === null || cachegetInt32Memory0.buffer !== wasm.memory.buffer) {\n cachegetInt32Memory0 = new Int32Array(wasm.memory.buffer);\n }\n return cachegetInt32Memory0;\n}\n/**\n*/\nexport const MoveType = Object.freeze({ Move:0,\"0\":\"Move\",Jump:1,\"1\":\"Jump\", });\n/**\n*/\nexport const Team = Object.freeze({ Black:0,\"0\":\"Black\",White:1,\"1\":\"White\", });\n/**\n*/\nexport const Strength = Object.freeze({ Man:0,\"0\":\"Man\",King:1,\"1\":\"King\", });\n/**\n*/\nexport const SquareState = Object.freeze({ Empty:0,\"0\":\"Empty\",Occupied:1,\"1\":\"Occupied\",Unplayable:2,\"2\":\"Unplayable\", });\n/**\n*/\nexport const Moveable = Object.freeze({ Allowed:0,\"0\":\"Allowed\",UnoccupiedSrc:1,\"1\":\"UnoccupiedSrc\",OccupiedDest:2,\"2\":\"OccupiedDest\",OutOfBounds:3,\"3\":\"OutOfBounds\",Unplayable:4,\"4\":\"Unplayable\",WrongTeamSrc:5,\"5\":\"WrongTeamSrc\",IllegalTrajectory:6,\"6\":\"IllegalTrajectory\",NoJumpablePiece:7,\"7\":\"NoJumpablePiece\",JumpingSameTeam:8,\"8\":\"JumpingSameTeam\", });\n/**\n* Single state of a checkers board\n*/\nexport class Board {\n\n static __wrap(ptr) {\n const obj = Object.create(Board.prototype);\n obj.ptr = ptr;\n\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_board_free(ptr);\n }\n /**\n * @returns {number}\n */\n get width() {\n var ret = wasm.__wbg_get_board_width(this.ptr);\n return ret >>> 0;\n }\n /**\n * @param {number} arg0\n */\n set width(arg0) {\n wasm.__wbg_set_board_width(this.ptr, arg0);\n }\n /**\n * @returns {number}\n */\n get height() {\n var ret = wasm.__wbg_get_board_height(this.ptr);\n return ret >>> 0;\n }\n /**\n * @param {number} arg0\n */\n set height(arg0) {\n wasm.__wbg_set_board_height(this.ptr, arg0);\n }\n /**\n * @returns {number}\n */\n get current_turn() {\n var ret = wasm.__wbg_get_board_current_turn(this.ptr);\n return ret >>> 0;\n }\n /**\n * @param {number} arg0\n */\n set current_turn(arg0) {\n wasm.__wbg_set_board_current_turn(this.ptr, arg0);\n }\n /**\n * Get a copy of a board square by 1D array index\n * @param {number} idx\n * @returns {Square}\n */\n cell(idx) {\n var ret = wasm.board_cell(this.ptr, idx);\n return Square.__wrap(ret);\n }\n /**\n * Get a copy of a board square by 1D array index\n * @param {number} idx\n * @param {Square} square\n */\n set_cell(idx, square) {\n _assertClass(square, Square);\n var ptr0 = square.ptr;\n square.ptr = 0;\n wasm.board_set_cell(this.ptr, idx, ptr0);\n }\n /**\n * Get a copy of a board square by 2D [`BrdIdx`] index\n * @param {BrdIdx} idx\n * @returns {Square}\n */\n grid_cell(idx) {\n _assertClass(idx, BrdIdx);\n var ptr0 = idx.ptr;\n idx.ptr = 0;\n var ret = wasm.board_grid_cell(this.ptr, ptr0);\n return Square.__wrap(ret);\n }\n /**\n * Transform a 2D row/column board index into a single 1D index for use with [`Board::cells`]\n * @param {number} row\n * @param {number} col\n * @returns {number}\n */\n cell_index(row, col) {\n var ret = wasm.board_cell_index(this.ptr, row, col);\n return ret >>> 0;\n }\n /**\n * Similar to [`Board::cell_index`] but with a [`BrdIdx`] instead of separate indices. Transform a 2D row/column board index into a single 1D index for use with [`Board::cells`]\n * @param {BrdIdx} idx\n * @returns {number}\n */\n cell_idx(idx) {\n _assertClass(idx, BrdIdx);\n var ptr0 = idx.ptr;\n idx.ptr = 0;\n var ret = wasm.board_cell_idx(this.ptr, ptr0);\n return ret >>> 0;\n }\n /**\n * Transform a 1D array index (for [`Board::cells`]) into a 2D game board index (by row/col)\n * @param {number} idx\n * @returns {BrdIdx}\n */\n board_index(idx) {\n var ret = wasm.board_board_index(this.ptr, idx);\n return BrdIdx.__wrap(ret);\n }\n /**\n * Check whether a move given by source and destination indices is legal\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n * @returns {number}\n */\n can_move(from, to) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n var ret = wasm.board_can_move(this.ptr, ptr0, ptr1);\n return ret >>> 0;\n }\n /**\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n * @param {Piece} from_square_occupant\n * @returns {number}\n */\n validate_man_move(from, to, from_square_occupant) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n _assertClass(from_square_occupant, Piece);\n var ptr2 = from_square_occupant.ptr;\n from_square_occupant.ptr = 0;\n var ret = wasm.board_validate_man_move(this.ptr, ptr0, ptr1, ptr2);\n return ret >>> 0;\n }\n /**\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n * @param {Piece} from_square_occupant\n * @returns {number}\n */\n validate_king_move(from, to, from_square_occupant) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n _assertClass(from_square_occupant, Piece);\n var ptr2 = from_square_occupant.ptr;\n from_square_occupant.ptr = 0;\n var ret = wasm.board_validate_king_move(this.ptr, ptr0, ptr1, ptr2);\n return ret >>> 0;\n }\n /**\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n * @returns {number}\n */\n jumpee_idx(from, to) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n var ret = wasm.board_jumpee_idx(this.ptr, ptr0, ptr1);\n return ret >>> 0;\n }\n /**\n * Get a pointer to the backing array of board squares, [`Board::cells`]\n * @returns {number}\n */\n cells() {\n var ret = wasm.board_cells(this.ptr);\n return ret;\n }\n /**\n * Get the number of board squares\n * @returns {number}\n */\n num_cells() {\n var ret = wasm.board_num_cells(this.ptr);\n return ret >>> 0;\n }\n /**\n * Get the number of remaining pieces\n * @returns {number}\n */\n num_pieces() {\n var ret = wasm.board_num_pieces(this.ptr);\n return ret >>> 0;\n }\n /**\n * Get the number of remaining pieces for a player\n * @param {number} team\n * @returns {number}\n */\n num_player(team) {\n var ret = wasm.board_num_player(this.ptr, team);\n return ret >>> 0;\n }\n /**\n * Get the score value, Black - White pieces\n * @returns {number}\n */\n score() {\n var ret = wasm.board_score(this.ptr);\n return ret;\n }\n /**\n * Get the state of a board square by 1D array index\n * @param {number} idx\n * @returns {number}\n */\n cell_state(idx) {\n var ret = wasm.board_cell_state(this.ptr, idx);\n return ret >>> 0;\n }\n /**\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n * @returns {Board}\n */\n apply_move(from, to) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n var ret = wasm.board_apply_move(this.ptr, ptr0, ptr1);\n return Board.__wrap(ret);\n }\n /**\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n * @returns {Board}\n */\n apply_jump(from, to) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n var ret = wasm.board_apply_jump(this.ptr, ptr0, ptr1);\n return Board.__wrap(ret);\n }\n /**\n * Unwrap the jumpee piece from the square and [`Board::check_jumpee_team`] with [`Moveable`] response\n * @param {Square} jumpee\n * @param {Piece} from_occ\n * @returns {number}\n */\n static validate_jumpee(jumpee, from_occ) {\n _assertClass(jumpee, Square);\n var ptr0 = jumpee.ptr;\n jumpee.ptr = 0;\n _assertClass(from_occ, Piece);\n var ptr1 = from_occ.ptr;\n from_occ.ptr = 0;\n var ret = wasm.board_validate_jumpee(ptr0, ptr1);\n return ret >>> 0;\n }\n /**\n * Check that the source piece and the jumpee are of opposing teams\n * @param {Piece} from\n * @param {Piece} jumpee\n * @returns {boolean}\n */\n static check_jumpee_team(from, jumpee) {\n _assertClass(from, Piece);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(jumpee, Piece);\n var ptr1 = jumpee.ptr;\n jumpee.ptr = 0;\n var ret = wasm.board_check_jumpee_team(ptr0, ptr1);\n return ret !== 0;\n }\n /**\n * Initialise a game board without game pieces\n * @param {number} width\n * @param {number} height\n * @param {number} current_turn\n */\n constructor(width, height, current_turn) {\n var ret = wasm.board_new(width, height, current_turn);\n return Board.__wrap(ret);\n }\n /**\n * Reset the given board to a starting layout with 3 rows of opposing pieces\n * @param {Board} board\n * @param {number} piece_rows\n * @returns {Board}\n */\n static init_game(board, piece_rows) {\n _assertClass(board, Board);\n var ptr0 = board.ptr;\n board.ptr = 0;\n var ret = wasm.board_init_game(ptr0, piece_rows);\n return Board.__wrap(ret);\n }\n}\n/**\n* Rank 2 tensor index to identify a board square by row and column\n*/\nexport class BrdIdx {\n\n static __wrap(ptr) {\n const obj = Object.create(BrdIdx.prototype);\n obj.ptr = ptr;\n\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_brdidx_free(ptr);\n }\n /**\n * @param {number} row\n * @param {number} col\n * @returns {BrdIdx}\n */\n static from(row, col) {\n var ret = wasm.brdidx_from(row, col);\n return BrdIdx.__wrap(ret);\n }\n}\n/**\n* Root-level structure for managing the game as a collection of board states\n*/\nexport class Game {\n\n static __wrap(ptr) {\n const obj = Object.create(Game.prototype);\n obj.ptr = ptr;\n\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_game_free(ptr);\n }\n /**\n * Current turn's team\n * @returns {number}\n */\n current_turn() {\n var ret = wasm.game_current_turn(this.ptr);\n return ret >>> 0;\n }\n /**\n * Attempt to make a move given a source and destination index\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n */\n make_move(from, to) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n wasm.game_make_move(this.ptr, ptr0, ptr1);\n }\n /**\n * Update board state with given move and push new board into current state\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n */\n execute_move(from, to) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n wasm.game_execute_move(this.ptr, ptr0, ptr1);\n }\n /**\n * Update board state with given jump move and push new board into current state\n * @param {BrdIdx} from\n * @param {BrdIdx} to\n */\n execute_jump(from, to) {\n _assertClass(from, BrdIdx);\n var ptr0 = from.ptr;\n from.ptr = 0;\n _assertClass(to, BrdIdx);\n var ptr1 = to.ptr;\n to.ptr = 0;\n wasm.game_execute_jump(this.ptr, ptr0, ptr1);\n }\n /**\n * Push current board into the previous turns and set given board to current\n * @param {Board} board\n */\n push_new_board(board) {\n _assertClass(board, Board);\n var ptr0 = board.ptr;\n board.ptr = 0;\n wasm.game_push_new_board(this.ptr, ptr0);\n }\n /**\n * Set current board to given\n * @param {Board} board\n */\n set_current(board) {\n _assertClass(board, Board);\n var ptr0 = board.ptr;\n board.ptr = 0;\n wasm.game_set_current(this.ptr, ptr0);\n }\n /**\n * @param {number} width\n * @param {number} height\n * @param {number} piece_rows\n * @param {number} first_turn\n */\n constructor(width, height, piece_rows, first_turn) {\n var ret = wasm.game_new(width, height, piece_rows, first_turn);\n return Game.__wrap(ret);\n }\n}\n/**\n* Game piece given by its team and strength (normal or kinged)\n*/\nexport class Piece {\n\n static __wrap(ptr) {\n const obj = Object.create(Piece.prototype);\n obj.ptr = ptr;\n\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_piece_free(ptr);\n }\n /**\n * @returns {number}\n */\n get team() {\n var ret = wasm.__wbg_get_piece_team(this.ptr);\n return ret >>> 0;\n }\n /**\n * @param {number} arg0\n */\n set team(arg0) {\n wasm.__wbg_set_piece_team(this.ptr, arg0);\n }\n /**\n * @returns {number}\n */\n get strength() {\n var ret = wasm.__wbg_get_piece_strength(this.ptr);\n return ret >>> 0;\n }\n /**\n * @param {number} arg0\n */\n set strength(arg0) {\n wasm.__wbg_set_piece_strength(this.ptr, arg0);\n }\n /**\n * @param {number} team\n * @param {number} strength\n */\n constructor(team, strength) {\n var ret = wasm.piece_new(team, strength);\n return Piece.__wrap(ret);\n }\n}\n/**\n*/\nexport class Player {\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_player_free(ptr);\n }\n}\n/**\n* Board squares given by a state and a possible occupying game piece\n*/\nexport class Square {\n\n static __wrap(ptr) {\n const obj = Object.create(Square.prototype);\n obj.ptr = ptr;\n\n return obj;\n }\n\n __destroy_into_raw() {\n const ptr = this.ptr;\n this.ptr = 0;\n\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_square_free(ptr);\n }\n /**\n * Game piece if square is occupied\n * @returns {Piece | undefined}\n */\n get occupant() {\n var ret = wasm.__wbg_get_square_occupant(this.ptr);\n return ret === 0 ? undefined : Piece.__wrap(ret);\n }\n /**\n * Game piece if square is occupied\n * @param {Piece | undefined} arg0\n */\n set occupant(arg0) {\n let ptr0 = 0;\n if (!isLikeNone(arg0)) {\n _assertClass(arg0, Piece);\n ptr0 = arg0.ptr;\n arg0.ptr = 0;\n }\n wasm.__wbg_set_square_occupant(this.ptr, ptr0);\n }\n /**\n * Description of whether the square is occupied or an unplayable, i.e. off-lattice square\n * @returns {number}\n */\n get state() {\n var ret = wasm.__wbg_get_square_state(this.ptr);\n return ret >>> 0;\n }\n /**\n * Description of whether the square is occupied or an unplayable, i.e. off-lattice square\n * @param {number} arg0\n */\n set state(arg0) {\n wasm.__wbg_set_square_state(this.ptr, arg0);\n }\n /**\n * Standard constructor function to form square from state and occupant\n * @param {number} state\n * @param {Piece | undefined} occupant\n */\n constructor(state, occupant) {\n let ptr0 = 0;\n if (!isLikeNone(occupant)) {\n _assertClass(occupant, Piece);\n ptr0 = occupant.ptr;\n occupant.ptr = 0;\n }\n var ret = wasm.square_new(state, ptr0);\n return Square.__wrap(ret);\n }\n /**\n * Helper function for a well-formed piece square by team and strength\n * @param {number} team\n * @param {number} strength\n * @returns {Square}\n */\n static pc(team, strength) {\n var ret = wasm.square_pc(team, strength);\n return Square.__wrap(ret);\n }\n /**\n * Helper function for a well-formed empty square\n * @returns {Square}\n */\n static empty() {\n var ret = wasm.square_empty();\n return Square.__wrap(ret);\n }\n /**\n * Helper function for a well-formed unplayable square\n * @returns {Square}\n */\n static unplay() {\n var ret = wasm.square_unplay();\n return Square.__wrap(ret);\n }\n}\n\nexport function __wbindgen_object_drop_ref(arg0) {\n takeObject(arg0);\n};\n\nexport function __wbindgen_string_new(arg0, arg1) {\n var ret = getStringFromWasm0(arg0, arg1);\n return addHeapObject(ret);\n};\n\nexport function __wbg_log_9a99fb1af846153b(arg0) {\n console.log(getObject(arg0));\n};\n\nexport function __wbg_new_59cb74e423758ede() {\n var ret = new Error();\n return addHeapObject(ret);\n};\n\nexport function __wbg_stack_558ba5917b466edd(arg0, arg1) {\n var ret = getObject(arg1).stack;\n var ptr0 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);\n var len0 = WASM_VECTOR_LEN;\n getInt32Memory0()[arg0 / 4 + 1] = len0;\n getInt32Memory0()[arg0 / 4 + 0] = ptr0;\n};\n\nexport function __wbg_error_4bb6c2a97407129a(arg0, arg1) {\n try {\n console.error(getStringFromWasm0(arg0, arg1));\n } finally {\n wasm.__wbindgen_free(arg0, arg1);\n }\n};\n\nexport function __wbindgen_throw(arg0, arg1) {\n throw new Error(getStringFromWasm0(arg0, arg1));\n};\n\n","import { init_game } from \"draught\";\nimport { memory } from \"draught/draught_bg.wasm\";\n\n// let PLAY = true;\n// let PLAY = false;\ninit_game();\n\nconst canvas = document.getElementById(\"game-canvas\");\nconst ctx = canvas.getContext('2d');\n"],"sourceRoot":""} \ No newline at end of file diff --git a/cdd94e76e3c8474c3b05.module.wasm b/cdd94e76e3c8474c3b05.module.wasm new file mode 100644 index 0000000..08c54cb Binary files /dev/null and b/cdd94e76e3c8474c3b05.module.wasm differ diff --git a/doc/COPYRIGHT.txt b/doc/COPYRIGHT.txt index af77776..16d7903 100644 --- a/doc/COPYRIGHT.txt +++ b/doc/COPYRIGHT.txt @@ -23,7 +23,8 @@ included, and carry their own copyright notices and license terms: Copyright (c) Nicolas Gallagher and Jonathan Neal. Licensed under the MIT license (see LICENSE-MIT.txt). -* Source Code Pro (SourceCodePro-Regular.woff, SourceCodePro-Semibold.woff): +* Source Code Pro (SourceCodePro-Regular.ttf.woff, + SourceCodePro-Semibold.ttf.woff, SourceCodePro-It.ttf.woff): Copyright 2010, 2012 Adobe Systems Incorporated (http://www.adobe.com/), with Reserved Font Name 'Source'. All Rights Reserved. Source is a trademark @@ -32,14 +33,14 @@ included, and carry their own copyright notices and license terms: Licensed under the SIL Open Font License, Version 1.1. See SourceCodePro-LICENSE.txt. -* Source Serif Pro (SourceSerifPro-Regular.ttf.woff, - SourceSerifPro-Bold.ttf.woff, SourceSerifPro-It.ttf.woff): +* Source Serif 4 (SourceSerif4-Regular.ttf.woff, SourceSerif4-Bold.ttf.woff, + SourceSerif4-It.ttf.woff): - Copyright 2014 Adobe Systems Incorporated (http://www.adobe.com/), with - Reserved Font Name 'Source'. All Rights Reserved. Source is a trademark of - Adobe Systems Incorporated in the United States and/or other countries. + Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name + 'Source'. All Rights Reserved. Source is a trademark of Adobe in the United + States and/or other countries. Licensed under the SIL Open Font License, Version 1.1. - See SourceSerifPro-LICENSE.txt. + See SourceSerif4-LICENSE.md. 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