gpieces: &mut GPieces,
goccults: &mut GameOccults,
ipieces: &IPieces,
- to_recompute: &mut ToRecompute,
+ to_recompute: &mut ToPermute,
piece: PieceId,
// if no change, we return ret_vanilla(log_visible)
log_visible: LD,
)
-> PieceUpdate
{
- ToRecompute::with(|mut to_recompute| (
+ ToPermute::with(|mut to_recompute| (
recalculate_occultation_general(
&mut gs.gen.unique_gen(),
&gs.players, &mut gs.pieces, &mut gs.occults, ipieces, &mut to_recompute,
gpieces: &mut GPieces,
goccults: &mut GameOccults,
ipieces: &IPieces,
- to_recompute: &mut ToRecompute,
+ to_recompute: &mut ToPermute,
ppiece: PieceId,
updates: &mut Vec<(PieceId, PieceUpdateOps)>,
){
use super::*;
#[derive(Debug)]
- pub struct ToRecompute {
+ pub struct ToPermute {
outdated: HashSet<OccId>,
}
#[derive(Debug)]
pub struct Implemented { }
- impl ToRecompute {
+ impl ToPermute {
pub fn with<R, F: FnOnce(Self) -> (R, Implemented)>(f: F) -> R {
- let to_recompute = ToRecompute { outdated: default() };
+ let to_recompute = ToPermute { outdated: default() };
let (r, Implemented { }) = f(to_recompute);
r
}
}
}
-pub use recompute::ToRecompute;
+pub use recompute::ToPermute;
#[must_use]
pub struct NascentOccultation(Occultation);
let occid = goccults.occults.insert(occultation);
let mut updates = vec![];
- ToRecompute::with(|mut to_recompute| (
+ ToPermute::with(|mut to_recompute| (
(||{
let ogpc = gpieces.get_mut(occulter).ok_or_else(
||internal_logic_error("occulter vanished"))?;
let mut updates = vec![];
- ToRecompute::with(|mut to_recompute| ({
+ ToPermute::with(|mut to_recompute| ({
let pieces: Vec<PieceId> = if let Some(o) = &occultation {
o.notches.iter().collect()
} else {