[][src]Struct cetkaik_full_state_transition::state::HandNotResolved

pub struct HandNotResolved {
    pub f: Field,
    pub whose_turn: Side,
    pub season: Season,
    pub scores: Scores,
    pub rate: Rate,
    pub i_have_moved_tam_in_this_turn: bool,
    pub previous_a_side_hop1zuo1: Vec<NonTam2Piece>,
    pub previous_ia_side_hop1zuo1: Vec<NonTam2Piece>,
    pub kut2tam2_happened: bool,
    pub tam2tysak2_raw_penalty: i32,
    pub tam2tysak2_will_trigger_taxottymok: bool,
}

The water entry cast (if any) is now over, and thus the piece movement is now fully completed. However, I still haven't resolved whether a hand exists. If so, I must ask the user to choose whether to end the season or not. /入水判定も終わり、駒を完全に動かし終わった。しかしながら、「役が存在していて再行・終季をユーザーに訊く」を発生させるか否かをまだ解決していない。そんな状態。

Fields

f: Fieldwhose_turn: Sideseason: Seasonscores: Scoresrate: Ratei_have_moved_tam_in_this_turn: boolprevious_a_side_hop1zuo1: Vec<NonTam2Piece>previous_ia_side_hop1zuo1: Vec<NonTam2Piece>kut2tam2_happened: booltam2tysak2_raw_penalty: i32tam2tysak2_will_trigger_taxottymok: bool

Even when this field is set, the penalty is already subtracted from ia_owner_s_score /このフィールドが true であるときも、罰則点はすでに ia_owner_s_score に計上してあるので、調整しなくてよい。

Trait Implementations

impl Clone for HandNotResolved[src]

impl Debug for HandNotResolved[src]

impl<'de> Deserialize<'de> for HandNotResolved[src]

impl Serialize for HandNotResolved[src]

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