diff options
| author | Florian Fischer <florian.fischer@muhq.space> | 2024-12-27 12:40:19 +0100 |
|---|---|---|
| committer | Florian Fischer <florian.fischer@muhq.space> | 2025-01-27 16:43:58 +0100 |
| commit | 4e2ab55d345fd5e5c5d2d5bc56948611b15564d5 (patch) | |
| tree | c6998ac54687c442ad0baa541edd0fbf917b1308 /go/game/unit.go | |
| parent | 5aa8e7ddbc41aed55e7918e6afaec0b5c07fa510 (diff) | |
| download | muhqs-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/unit.go')
| -rw-r--r-- | go/game/unit.go | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/go/game/unit.go b/go/game/unit.go index b71596d4..fd08b481 100644 --- a/go/game/unit.go +++ b/go/game/unit.go @@ -159,7 +159,7 @@ func (u *Unit) AvailSlowActions() (actions []Action) { actions = append(actions, NewMoveAction(u)) } - m := u.Controller().gameState.Map + m := u.Controller().gameState.Map() if u.AvailAttackActions > 0 && !INVALID_ATTACK(u.Attack) && len(u.AttackableEnemyPermanents(m)) > 0 { @@ -221,7 +221,7 @@ func (u *Unit) AvailFreeActions() (actions []Action) { func (u *Unit) CurrentlyAvailActions() (actions []Action) { s := u.Controller().gameState - if s.ActivePlayer == u.Controller() && s.ActivePhase == Phases.ActionPhase { + if s.IsActivePlayer(u.Controller()) && s.ActivePhase() == Phases.ActionPhase { actions = append(actions, u.AvailSlowActions()...) } actions = append(actions, u.AvailFreeActions()...) |
