let gpc = gs.pieces.byid_mut(piece)?;
let logents = log_did_to_piece(
- ioccults, &gs.occults, player, gpl, piece, gpc, ipc,
+ ioccults,gpl,gpc,ipc,
"grasped"
)?;
let gpc = gs.pieces.byid_mut(piece).unwrap();
let (logents, who_by) = log_did_to_piece_whoby(
- ioccults, &gs.occults, player, gpl, piece, gpc, ipc,
+ ioccults,gpl,gpc,ipc,
"released"
)?;
let who_by = who_by.ok_or(OE::PieceGone)?;
let gpc = gs.pieces.byid_mut(piece).unwrap();
let gpl = gs.players.byid_mut(player).unwrap();
let logents = log_did_to_piece(
- ioccults, &gs.occults, player, gpl, piece, gpc, ipc,
+ ioccults,gpl,gpc,ipc,
"rotated"
)?;
gpc.angle = PieceAngle::Compass(self.0);
let gpc = gs.pieces.byid_mut(piece).unwrap();
let gpl = gs.players.byid_mut(player).unwrap();
let logents = log_did_to_piece(
- ioccults, &gs.occults, player, gpl, piece, gpc, ipc,
+ ioccults,gpl,gpc,ipc,
if gpc.pinned { "pinned" } else { "unpinned" },
)?;
gpc.forbid_involved_in_occultation()?;
("flip", wrc@ WRC::UpdateSvg) => {
let nfaces = ipc.show(y).nfaces();
let logents = log_did_to_piece(
- ioccults, &gs.occults, player, gpl, piece, gpc, ipc,
+ ioccults,gpl,gpc,ipc,
"flipped"
)?;
gpc.face = ((RawFaceId::from(gpc.face) + 1) % nfaces).into();
#[throws(OE)]
pub fn log_did_to_piece_whoby(
ioccults: &IOccults,
- _occults: &GameOccults,
- _player: PlayerId,
by_gpl: &mut GPlayer,
- _piece: PieceId,
gpc: &GPiece, ipc: &IPiece,
did: &str,
) -> (Vec<LogEntry>, Option<Html>) {
#[throws(OE)]
pub fn log_did_to_piece(
ioccults: &IOccults,
- occults: &GameOccults,
- player: PlayerId,
- by_gpl: &mut GPlayer,
- piece: PieceId, gpc: &GPiece, ipc: &IPiece,
+ gpl_by: &mut GPlayer,
+ gpc: &GPiece, ipc: &IPiece,
did: &str,
) -> Vec<LogEntry> {
- log_did_to_piece_whoby(ioccults,occults,player,by_gpl,piece,gpc,ipc,did)?.0
+ log_did_to_piece_whoby(ioccults,gpl_by,gpc,ipc,did)?.0
}
// ---------- prepared updates, queued in memory ----------