mirror of
https://github.com/cjdenio/crossword.git
synced 2026-10-03 11:06:19 +00:00
a lot of things
This commit is contained in:
1 file changed
+156
-13
@@ -1,11 +1,13 @@
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package main
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import (
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"flag"
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"fmt"
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"log"
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"os"
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"slices"
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"strings"
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"unicode"
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"github.com/cjdenio/crossword/puz"
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"golang.org/x/term"
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@@ -23,6 +25,9 @@ func AnsiInverted(s string) string {
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func AnsiWhiteBackgrounded(s string) string {
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return AnsiWhiteBackground + s + AnsiReset
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}
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func AnsiDimmed(s string) string {
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return fmt.Sprintf("\x1b[2m%s\x1b[0m", s)
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}
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func RenderPuzzle(puzzle []rune, width, height int, selectedClueCells []int, selectedCell int) string {
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b := strings.Builder{}
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@@ -43,7 +48,7 @@ func RenderPuzzle(puzzle []rune, width, height int, selectedClueCells []int, sel
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case '.':
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cell = string(rune(0x2588))
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case '-':
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cell = "_"
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cell = AnsiDimmed("_")
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default:
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cell = string(char)
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}
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@@ -80,11 +85,91 @@ func RenderPuzzle(puzzle []rune, width, height int, selectedClueCells []int, sel
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}
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type State struct {
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Puzzle *puz.Puzzle
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PuzzleState []rune
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SelectedCell int
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SelectedClue *puz.Clue
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Goodbye bool
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Puzzle *puz.Puzzle
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PuzzleState []rune
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SelectedCell int
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SelectedClue *puz.Clue
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Goodbye bool
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LastKeySequence string
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DebugMode bool
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}
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func (state *State) MoveCursor(direction int) {
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switch direction {
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case 0: // up
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if state.SelectedCell < state.Puzzle.Width { // if already in the top row, do nothing
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return
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}
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for i := state.SelectedCell - state.Puzzle.Width; i >= 0; i -= state.Puzzle.Width {
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if state.PuzzleState[i] != '.' {
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state.SelectedCell = i
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return
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}
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}
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case 1: // right
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if (state.SelectedCell+1)%state.Puzzle.Width == 0 { // if already in the right column, do nothing
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return
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}
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for i := state.SelectedCell + 1; i%state.Puzzle.Width != 0; i += 1 {
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if state.PuzzleState[i] != '.' {
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state.SelectedCell = i
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return
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}
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}
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case 2: // down
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if (state.SelectedCell) >= (state.Puzzle.Width*state.Puzzle.Height)-state.Puzzle.Width { // if already in the bottom row, do nothing
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return
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}
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for i := state.SelectedCell + state.Puzzle.Width; i < (state.Puzzle.Width * state.Puzzle.Height); i += state.Puzzle.Width {
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if state.PuzzleState[i] != '.' {
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state.SelectedCell = i
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return
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}
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}
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case 3: // left
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if state.SelectedCell%state.Puzzle.Width == 0 { // if already in the left column, do nothing
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return
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}
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for i := state.SelectedCell - 1; (i+1)%state.Puzzle.Width != 0; i -= 1 {
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if state.PuzzleState[i] != '.' {
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state.SelectedCell = i
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return
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}
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}
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}
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}
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func (state *State) NextWord() {
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if state.SelectedClue == nil {
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return
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}
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foundSelectedClue := false
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for _, clue := range state.Puzzle.Clues {
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if !foundSelectedClue && clue == state.SelectedClue {
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foundSelectedClue = true
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continue
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}
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if foundSelectedClue && clue.Direction == state.SelectedClue.Direction {
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state.SelectedClue = clue
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state.SelectedCell = clue.Cells[0]
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return
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}
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}
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for _, clue := range state.Puzzle.Clues {
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if clue.Direction != state.SelectedClue.Direction {
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state.SelectedClue = clue
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state.SelectedCell = clue.Cells[0]
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return
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}
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}
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}
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func RenderUI(state *State) int {
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@@ -102,12 +187,21 @@ func RenderUI(state *State) int {
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fmt.Print(RenderPuzzle(state.PuzzleState, state.Puzzle.Width, state.Puzzle.Height, selectedClueCells, state.SelectedCell) + "\r\n")
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uiHeight += state.Puzzle.Height + 3
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if state.SelectedClue != nil {
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fmt.Printf("%d: %s\r\n\r\n", state.SelectedClue.Number, state.SelectedClue.Clue)
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if state.SelectedClue.Direction == puz.DirectionAcross {
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fmt.Printf("%d-across: %s\r\n\r\n", state.SelectedClue.Number, state.SelectedClue.Clue)
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} else {
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fmt.Printf("%d-down: %s\r\n\r\n", state.SelectedClue.Number, state.SelectedClue.Clue)
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}
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uiHeight += 2
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}
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fmt.Printf("%s\r\n", state.Puzzle.Copyright)
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uiHeight += 1
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if state.LastKeySequence != "" && state.DebugMode {
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fmt.Printf("\r\n%s\r\n", AnsiDimmed(state.LastKeySequence))
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uiHeight += 2
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}
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if state.Goodbye {
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fmt.Print("\r\nsee ya\r\n")
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uiHeight += 2
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@@ -129,7 +223,10 @@ func main() {
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defer term.Restore(int(os.Stdin.Fd()), termState)
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filename := os.Args[1]
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debugMode := flag.Bool("debug", false, "")
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flag.Parse()
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filename := flag.Arg(0)
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file, err := os.ReadFile(filename)
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if err != nil {
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log.Fatal(err)
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@@ -146,6 +243,9 @@ func main() {
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SelectedClue: puzzle.Clues[0],
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SelectedCell: puzzle.Clues[0].Cells[0],
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}
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if debugMode != nil {
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state.DebugMode = *debugMode
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}
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uiHeight := RenderUI(&state)
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@@ -156,6 +256,8 @@ func main() {
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log.Fatal(err)
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}
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state.LastKeySequence = fmt.Sprintf("%v", buffer)
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if buffer[0] == 3 {
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state.SelectedClue = nil
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state.SelectedCell = -1
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@@ -166,6 +268,48 @@ func main() {
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return
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}
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if buffer[0] == ' ' {
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switch state.SelectedClue.Direction {
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case puz.DirectionAcross:
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if state.Puzzle.Cells[state.SelectedCell][1] != nil {
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state.SelectedClue = state.Puzzle.Cells[state.SelectedCell][1]
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}
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case puz.DirectionDown:
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if state.Puzzle.Cells[state.SelectedCell][0] != nil {
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state.SelectedClue = state.Puzzle.Cells[state.SelectedCell][0]
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}
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}
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}
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if buffer[0] >= 0x61 && buffer[0] <= 0x7a {
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state.PuzzleState[state.SelectedCell] = unicode.ToUpper(rune(buffer[0]))
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// jump to next unfilled cell in clue
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i := slices.Index(state.SelectedClue.Cells, state.SelectedCell)
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for x := i + 1; x < len(state.SelectedClue.Cells); x++ {
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if state.PuzzleState[state.SelectedClue.Cells[x]] == '-' {
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state.SelectedCell = state.SelectedClue.Cells[x]
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break
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}
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}
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}
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if buffer[0] == 0x7f {
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// is there a filled cell underneath the cursor?
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if state.PuzzleState[state.SelectedCell] != '-' {
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state.PuzzleState[state.SelectedCell] = '-'
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} else {
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i := slices.Index(state.SelectedClue.Cells, state.SelectedCell)
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if i > 0 {
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state.PuzzleState[state.SelectedClue.Cells[i-1]] = '-' // clear the previous cell
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state.SelectedCell = state.SelectedClue.Cells[i-1]
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}
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}
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}
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if buffer[0] == 0x0d {
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state.NextWord()
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}
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if (buffer[2] == 68 || buffer[2] == 67) && state.SelectedClue != nil && state.SelectedClue.Direction == puz.DirectionDown {
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state.SelectedClue = state.Puzzle.Cells[state.SelectedCell][0]
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} else if (buffer[2] == 65 || buffer[2] == 66) && state.SelectedClue != nil && state.SelectedClue.Direction == puz.DirectionAcross {
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@@ -173,14 +317,13 @@ func main() {
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} else {
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switch buffer[2] {
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case 68: // left
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state.SelectedCell--
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state.MoveCursor(3)
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case 67: // right
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state.PuzzleState[state.SelectedCell] = 'a'
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state.SelectedCell++
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state.MoveCursor(1)
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case 65: // up
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state.SelectedCell -= puzzle.Width
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state.MoveCursor(0)
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case 66: // down
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state.SelectedCell += puzzle.Width
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state.MoveCursor(2)
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}
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switch state.SelectedClue.Direction {
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