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authorAtle Hellvik Havsø <atle@havso.net>2010-11-20 17:09:51 +0100
committerAtle Hellvik Havsø <atle@havso.net>2010-11-20 17:09:51 +0100
commitcd36c6cc07a450e1625cedbe8858682bdb216fb0 (patch)
tree396dbf0527bb5cf401f29aea2ae15c71fab0bbfc /server/game.cpp
parentda85516a57b13963165ea0a30aacca609c125cd2 (diff)
Minor change with State.
Signed-off-by: Atle Hellvik Havsø <atle@havso.net>
Diffstat (limited to 'server/game.cpp')
-rw-r--r--server/game.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/server/game.cpp b/server/game.cpp
index c189776..1806e25 100644
--- a/server/game.cpp
+++ b/server/game.cpp
@@ -44,20 +44,20 @@ void Game::round_start() {
players[3]->id = 3;
// Sett opp runden sin state
- game_state = make_shared<State>();
+ //game_state = make_shared<State>();
// Simulates drawing 4, 4 ,4 for each player
for (int i = 0; i < 3; i++) {
for (int player_num = 0; player_num < 4; player_num++) {
for (int y = 0; y < 4; y++) {
- game_state->players[player_num].hand.push_back(wall.take_one());
+ game_state.players[player_num].hand.push_back(wall.take_one());
}
}
}
// Simulates the second part of drawing with only 1 tile
for (int player_num = 0; player_num < 4; player_num++) {
- game_state->players[player_num].hand.push_back(wall.take_one());
+ game_state.players[player_num].hand.push_back(wall.take_one());
}
current_player = 0;
@@ -76,13 +76,13 @@ void Game::round_update() {
round_end();
}
- game_state->players[current_player].hand.push_back(wall.take_one());
+ game_state.players[current_player].hand.push_back(wall.take_one());
Action discard_action;
discard_action.type = Action::Discard;
discard_action.player = current_player;
- game_state->possible_actions.push_back(discard_action);
+ game_state.possible_actions.push_back(discard_action);
// TODO
// Add code for calculation of possible riichi, tsumo, kan and draw
@@ -130,8 +130,8 @@ void Game::handle_action(Action action) {
} break;
case Action::Discard: {
- game_state->players[current_player].pond.push_back(game_state->players[current_player].hand[action.target]);
- game_state->players[current_player].hand.erase(game_state->players[current_player].hand.begin() + action.target);
+ game_state.players[current_player].pond.push_back(game_state.players[current_player].hand[action.target]);
+ game_state.players[current_player].hand.erase(game_state.players[current_player].hand.begin() + action.target);
} break;
case Action::Riichi: {