pub fn piece_pri(
_occults: &GameOccults, // xxx
- _player: PlayerId,
+ player: PlayerId,
gpl: &mut GPlayerState,
piece: PieceId,
pc: &PieceState,
let vpiece = gpl.idmap.fwd_or_insert(piece);
let angle = make_angle_visible(pc.angle);
let face = pc.face;
+ trace!("{} {:?} => {} face={:?} angle={:?}",
+ player, piece, vpiece, face, angle);
PieceRenderInstructions { id: vpiece, angle, face }
}
pub fn vpiece_decode(
_gs: &GameState, // xxx
- _player: PlayerId,
+ player: PlayerId,
gpl: &GPlayerState,
vis: VisiblePieceId
) -> Option<PieceId> {
// xxx check for occultation:
// check that this piece is visible at all to this player,
// or they might manipulate it despite not seeing it!
+ trace!("{} {:?} <= {}", player, piece, vis);
Some(piece)
}