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-rw-r--r--server/standard.cpp30
1 files changed, 14 insertions, 16 deletions
diff --git a/server/standard.cpp b/server/standard.cpp
index a45c018..7ffd6ac 100644
--- a/server/standard.cpp
+++ b/server/standard.cpp
@@ -148,9 +148,10 @@ State& Standard::round_update() {
chi = true;
}
if(chi) {
- temp_action.player = temp_next_player;
- temp_action.target = tile_2u_id;
- temp_action.type = Action::Chi;
+ temp_action.player = temp_next_player;
+ temp_action.target = tile_2u_id;
+ temp_action.target2 = tile_1u_id;
+ temp_action.type = Action::Chi;
game_state.possible_actions.push_back(temp_action);
#ifdef DEBUG
@@ -173,9 +174,10 @@ State& Standard::round_update() {
chi = true;
}
if(chi) {
- temp_action.player = temp_next_player;
- temp_action.target = tile_1u_id;
- temp_action.type = Action::Chi;
+ temp_action.player = temp_next_player;
+ temp_action.target = tile_1u_id;
+ temp_action.target2 = tile_1o_id;
+ temp_action.type = Action::Chi;
game_state.possible_actions.push_back(temp_action);
#ifdef DEBUG
@@ -199,9 +201,10 @@ State& Standard::round_update() {
chi = true;
}
if(chi) {
- temp_action.player = temp_next_player;
- temp_action.target = tile_1o_id;
- temp_action.type = Action::Chi;
+ temp_action.player = temp_next_player;
+ temp_action.target = tile_1o_id;
+ temp_action.target2 = tile_2o_id;
+ temp_action.type = Action::Chi;
game_state.possible_actions.push_back(temp_action);
#ifdef DEBUG
@@ -380,17 +383,12 @@ bool Standard::round_action(Action action) {
Tile middle_tile = game_state.players[action.player].hand[action.target];
chi.add_tile(middle_tile);
- Tile right_tile;
- if(Tile::Type(game_state.players[action.player].hand[action.target].type + 1) == left_tile.type) {
- right_tile = game_state.players[action.player].hand[action.target + 2];
- } else {
- right_tile = game_state.players[action.player].hand[action.target + 1];
- }
+ Tile right_tile = game_state.players[action.player].hand[action.target2];
chi.add_tile(right_tile);
game_state.players[action.player].open.push_back(chi);
game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + action.target);
- game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + action.target);
+ game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + action.target2 - 1);
} break;