let gen = self.gen();
let gs = &mut self.g.gs;
- let mut pc = gs.pieces.byid_mut(piece).ok();
+ let mut gpc = gs.pieces.byid_mut(piece).ok();
let p = self.g.ipieces.get(piece);
- if let Some(ref mut pc) = pc {
- gen_update(pc, gen, &self.by_client);
+ if let Some(ref mut gpc) = gpc {
+ gen_update(gpc, gen, &self.by_client);
}
let mut out: SecondarySlotMap<PlayerId, PreparedPieceUpdate> = default();
for (player, gpl) in &mut gs.players {
None => continue,
}
};
- let op = match (&mut pc, p) {
- (Some(pc), Some(p)) => {
- let pri = piece_pri(&gs.occults, player, gpl, piece, *pc);
+ let op = match (&mut gpc, p) {
+ (Some(gpc), Some(p)) => {
+ let pri = piece_pri(&gs.occults, player, gpl, piece, *gpc);
Self::piece_update_player(
- &mut gs.max_z, pc, p, ops, &pri
+ &mut gs.max_z, gpc, p, ops, &pri
)?
}
_ => Some(PreparedPieceUpdate {