// check-pass #![feature(adt_const_params, generic_const_exprs)] #![allow(incomplete_features)] mod lib { const N_ISLANDS: usize = 4; const N_BRIDGES: usize = 7; const BRIDGES: [(usize, usize); 7] = [(0, 1), (0, 1), (0, 2), (0, 3), (0, 3), (1, 2), (2, 3)]; pub type Matrix = [[usize; N_ISLANDS]; N_ISLANDS]; const EMPTY_MATRIX: Matrix = [[0; N_ISLANDS]; N_ISLANDS]; const fn build(mut matrix: Matrix, (to, from): (usize, usize)) -> Matrix { matrix[to][from] += 1; matrix[from][to] += 1; matrix } pub const fn walk(mut matrix: Matrix, from: usize, to: usize) -> Matrix { matrix[from][to] -= 1; matrix[to][from] -= 1; matrix } const fn to_matrix(bridges: [(usize, usize); N_BRIDGES]) -> Matrix { let matrix = EMPTY_MATRIX; let matrix = build(matrix, bridges[0]); let matrix = build(matrix, bridges[1]); let matrix = build(matrix, bridges[2]); let matrix = build(matrix, bridges[3]); let matrix = build(matrix, bridges[4]); let matrix = build(matrix, bridges[5]); let matrix = build(matrix, bridges[6]); matrix } const BRIDGE_MATRIX: [[usize; N_ISLANDS]; N_ISLANDS] = to_matrix(BRIDGES); pub struct Walk { _p: (), } impl Walk<0, BRIDGE_MATRIX> { pub const fn new() -> Self { Self { _p: () } } } impl Walk { pub fn proceed_to( self, ) -> Walk { Walk { _p: () } } } pub struct Trophy { _p: (), } impl Walk { pub fn collect_prize(self) -> Trophy { Trophy { _p: () } } } } pub use lib::{Trophy, Walk}; fn main() { // Example, taking the first step let _ = Walk::new().proceed_to::<1>(); // Don't be so eager to collect the trophy // let trophy = Walk::new() // .proceed_to::<1>() // .proceed_to::<0>() // .collect_prize(); // Can't just make a Trophy out of thin air, you must earn it // let trophy: Trophy = Trophy { _p: () }; // Can you collect the Trophy? }