st.recurse();
}
+
+ #[allow(unused_variables)]
+ pub fn permute(occid: OccId,
+ occ: &mut Occultation,
+ gplayers: &GPlayers,
+ gpieces: &mut GPieces,
+ ipieces: &IPieces) {
+ // We must permute for if we have any views that are scrambled
+ // or displaced obviously. For invisible too, so that when they
+ // reappear the ids have been permuted. And that's all the
+ // non-Visible views which an occultation ought to have at least
+ // one of...
+ //
+ // We choose a single permutation of the pieces in the
+ // Occultation::notches.
+
+ }
}
-pub use vpid::*;
+pub use vpid::{PerPlayerIdMap, NotchNumber, Notch, Notches};
// ========== public entrypoints ==========
ipieces: &IPieces) -> Implemented {
for occid in self.outdated.drain() {
if let Some(occ) = goccults.occults.get_mut(occid) {
- permute(occid, occ, gplayers, gpieces, ipieces);
+ vpid::permute(occid, occ, gplayers, gpieces, ipieces);
}
}
Implemented { }
}
}
-
- #[allow(unused_variables)]
- fn permute(occid: OccId,
- occ: &mut Occultation,
- gplayers: &GPlayers,
- gpieces: &mut GPieces,
- ipieces: &IPieces) {
- // We must permute for if we have any views that are scrambled
- // or displaced obviously. For invisible too, so that when they
- // reappear the ids have been permuted. And that's all the
- // non-Visible views which an occultation ought to have at least
- // one of...
- //
- // We choose a single permutation of the pieces in the
- // Occultation::notches.
-
-
-
- }
}
+
use recompute::*;
#[must_use]