Gamestate to POD#47
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ChristopherJMiller
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I think everything lgtm! My understanding of the strategy is moving everything to be simple data inputs to produce mutations, instead of state + arbitrary indicator (like player slot) to calculate everything, which lets us generalize a bunch of things much better!
Found a very small nit that might be completely moot
| state->concealedKan = false; | ||
| state->turnNum++; | ||
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| Hand& hand = state->hands[state->currentPlayer]; |
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nit: is this technically a double array access with the if statement above?
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We update state->currentPlayer to state->lastCaller on line 38. So it's accessing a diff player now.
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And this is more about having the gamestate contain all of the state in one location instead of having additional heap allocations. Which means you can just memcpy the object itself without having to worry about it pointing to heap data. It's not fully there but I have follow up stuff. Need to get the big diff out first tho. |
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