|(piece,gpc)| (|| Ok::<_,MgmtError>(if_chain!{
let &GPiece { pos, face, .. } = gpc;
if let Some(p) = ig.ipieces.get(piece);
- let visible = if ! piece_at_all_occluded(&ig.gs.occults, piece) {
+ let visible = if ! piece_at_all_occulted(&ig.gs.occults, piece) {
// todo: something more sophisticated would be nice
let pri = PieceRenderInstructions::new_visible(
// visible id is internal one here
#[derive(Debug,Clone)]
pub struct PieceRenderInstructions {
pub vpid: VisiblePieceId,
- pub occluded: PriOccluded,
+ pub occulted: PriOcculted,
}
#[derive(Debug,Clone,Copy)]
-pub enum PriOccluded { Visible /*, Occluded*/ }
+pub enum PriOcculted { Visible /*, Occluded*/ }
impl PieceRenderInstructions {
pub fn new_visible(vpid: VisiblePieceId) -> PieceRenderInstructions {
- PieceRenderInstructions { vpid, occluded: PriOccluded::Visible }
+ PieceRenderInstructions { vpid, occulted: PriOcculted::Visible }
}
#[throws(IE)]
fn inner(pri: &PieceRenderInstructions, gpc: &GPiece, p: &dyn PieceTrait)
-> Html
{
- let PriOccluded::Visible = pri.occluded;
+ let PriOcculted::Visible = pri.occulted;
let mut defs = Html(String::new());
let dragraise = match p.thresh_dragraise()? {
fn inner(pri: &PieceRenderInstructions, gpc: &GPiece, p: &dyn PieceTrait)
-> Html
{
- let PriOccluded::Visible = pri.occluded;
+ let PriOcculted::Visible = pri.occulted;
pri.describe_fallible(gpc, p)
.unwrap_or_else(|e| {
}
pub fn angle(&self, gpc: &GPiece) -> VisiblePieceAngle {
- let PriOccluded::Visible = self.occluded;
+ let PriOcculted::Visible = self.occulted;
gpc.angle
}
pub fn ui_operations(&self, gpc: &GPiece, p: &dyn PieceTrait)
-> Vec<UoDescription>
{
- let PriOccluded::Visible = self.occluded;
+ let PriOcculted::Visible = self.occulted;
type WRC = WhatResponseToClientOp;
let mut out = vec![];
{
let vpid = gpl.idmap.fwd_or_insert(piece);
let angle = gpc.angle;
- let occluded = PriOccluded::Visible; // xxx
+ let occulted = PriOcculted::Visible; // xxx
trace!("{} {:?} => {} angle={:?}",
player, piece, vpid, angle);
- Some(PieceRenderInstructions { vpid, occluded })
+ Some(PieceRenderInstructions { vpid, occulted })
}
inner(occults, player, gpl, piece, gpc, p.borrow())
}
-pub fn piece_at_all_occluded(
+pub fn piece_at_all_occulted(
_occults: &GameOccults, // xxx
_piece: PieceId, // xxx
) -> bool {