I also replaced the callback architecture behind
`PublicInformation.ask_questions()` with a simpler method
`PublicInformation.ask_question()` that gets called repeatedly.
To make all float-based sorts easier, I used the `float-ord` package.
I also used it to clean up some of the sorting in `decide_wrapped()`.
One important change is that now, when deciding which questions to ask, they can see the answer to the last question before asking the next one.
Some design choices:
- Questions now take a BoardState instead of an OwnedGameView.
- When deciding which questions to ask (in ask_questions), we get an immutable public information object
(representing the public information before any questions were asked), and a mutable HandInfo<CardPossibilityTable>
that gets updated as we ask questions. That HandInfo<CardPossibilityTable> was copied instead of taken.
- In ask_questions, we also get some &mut u32 representing "info_remaining" that gets updated for us.
This will later allow for cases where "info_remaining" depends on the answers to previous questions.
- Both get_hint_sum and update_from_hint_sum change the public information object. If you want to compute the
hint sum but aren't sure if you actually want to give the hint, you'll have to clone the public information
object!
- Over time, in the code to decide on a move, we'll be able to build an increasingly complicated tree of
"public information object operations" that will have to be matched exactly in the code to update on a move.
In order to make this less scary, I moved most of the code into
"decide_wrapped" and "update_wrapped". If the call to update_wrapped
(for the player who just made the move) changes the public information
object in different ways than the previous call to decide_wrapped, we
detect this and panic.
This commit should be purely refactoring; all changes to win-rates are
due to bugs.