fix: resolve pass keyword conflict in move_generator and game_controller
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@@ -10,10 +10,10 @@ const BEAM_WIDTH := 50
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static func generate(hand: Array[Card], current_rank: int, config: RuleConfig) -> Array[HandEvaluator.EvaluatedPlay]:
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var results: Array[HandEvaluator.EvaluatedPlay] = []
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var pass := HandEvaluator.EvaluatedPlay.new()
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pass.type = -1
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pass.primary_rank = 0
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results.append(pass)
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var pass_play := HandEvaluator.EvaluatedPlay.new()
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pass_play.type = -1
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pass_play.primary_rank = 0
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results.append(pass_play)
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if hand.is_empty():
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return results
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var sorted := hand.duplicate(false)
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@@ -45,10 +45,10 @@ func handle_human_pass() -> Dictionary:
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var old_last := game_state.round.last_non_pass_player()
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if old_last >= 0 and old_last == game_state.round.active_player_idx:
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return {"ok": false, "error_code": 3, "data": null}
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var pass := HandEvaluator.EvaluatedPlay.new()
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pass.type = -1
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pass.primary_rank = 0
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_apply_play(game_state.round.active_player_idx, pass)
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var pass_play := HandEvaluator.EvaluatedPlay.new()
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pass_play.type = -1
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pass_play.primary_rank = 0
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_apply_play(game_state.round.active_player_idx, pass_play)
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_advance_turn()
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return {"ok": true, "error_code": 0, "data": null}
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