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authorFlorian Fischer <florian.fischer@muhq.space>2024-12-27 12:40:19 +0100
committerFlorian Fischer <florian.fischer@muhq.space>2025-01-27 16:43:58 +0100
commit4e2ab55d345fd5e5c5d2d5bc56948611b15564d5 (patch)
treec6998ac54687c442ad0baa541edd0fbf917b1308 /go/game/permanent.go
parent5aa8e7ddbc41aed55e7918e6afaec0b5c07fa510 (diff)
downloadmuhqs-game-4e2ab55d345fd5e5c5d2d5bc56948611b15564d5.tar.gz
muhqs-game-4e2ab55d345fd5e5c5d2d5bc56948611b15564d5.zip
introduce game.State interface abstraction
This allows to not use the internal game state directly from client code.
Diffstat (limited to 'go/game/permanent.go')
-rw-r--r--go/game/permanent.go4
1 files changed, 2 insertions, 2 deletions
diff --git a/go/game/permanent.go b/go/game/permanent.go
index 99d70831..47166d61 100644
--- a/go/game/permanent.go
+++ b/go/game/permanent.go
@@ -99,14 +99,14 @@ func FmtPermanent(p Permanent) string {
return ""
}
-func FindPermanent(s *State, desc string) Permanent {
+func FindPermanent(s *LocalState, desc string) Permanent {
var pos Position
_, err := fmt.Sscanf(desc[1:strings.Index(desc, ")")], POSITION_FMT, &pos.X, &pos.Y)
if err != nil {
log.Panicf("desc %q not a valid permanent description", desc)
}
- p := s.Map.TileAt(pos).Permanent
+ p := s.Map().TileAt(pos).Permanent
return p
}