)?
}
+#[throws(IE)]
+fn recalculate_occultation_ofmany(
+ gs: &mut GameState,
+ ipieces: &PiecesLoaded,
+ ppiece: PieceId,
+ updates: &mut Vec<(PieceId, PieceUpdateOps)>,
+){
+ recalculate_occultation_general(
+ gs, ipieces, ppiece,
+ (), |_|(),
+ |_,_,_|(), |puo_pp, ()|{
+ updates.push((ppiece, PUOs::PerPlayer(puo_pp)));
+ },
+ )?;
+}
+
+
#[must_use]
pub struct NascentOccultation(Occultation);
ogpc.occult.active = Some(occid);
for &ppiece in &recalc {
- recalculate_occultation_general(
- gs, ipieces, ppiece,
- (), |_|(),
- |_,_,_|(), |puo_pp, ()|{
- updates.push((ppiece, PUOs::PerPlayer(puo_pp)));
- },
- )?;
+ recalculate_occultation_ofmany(gs, ipieces, ppiece, &mut updates)?;
}
Ok::<_,IE>(())