_goccults: &mut GameOccults,
_ipieces: &IPieces) -> Implemented {
dbg!(&self.outdated); // xxx
+
+ // for each occultation
+
+ // check to see if we have any views that are scrambled or
+ // displaced or invisible (we must do invisible too, so that
+ // when they reappear the ids have been permuted)
+ //
+ // err won't we always?
+ //
+ // choose a single permutation of the pieces in
+ // the Occultation::pieces map, and put the corresponding
+ // numbers in there
+ //
+ // somehow make the per player id maps permute the same way
+ // so we have all the pieces and their current visible piece ids
+ // get all the visible piece ids, sort them, then permute them
+ // then assign them like that
+ //
+ // when we are done, displaced sees
+ // but how do we send an update?
+ // when one is taken out of the hand, leaves a gap?
+ // does another one come in ?
+ // xxx
+
+
Implemented { }
}
}