fix: resolve pass keyword conflict in move_generator and game_controller

This commit is contained in:
xiaji
2026-05-29 10:09:55 +08:00
parent c1350a3d7b
commit cb4afe0aaa
4 changed files with 59 additions and 8 deletions

View File

@@ -10,10 +10,10 @@ const BEAM_WIDTH := 50
static func generate(hand: Array[Card], current_rank: int, config: RuleConfig) -> Array[HandEvaluator.EvaluatedPlay]:
var results: Array[HandEvaluator.EvaluatedPlay] = []
var pass := HandEvaluator.EvaluatedPlay.new()
pass.type = -1
pass.primary_rank = 0
results.append(pass)
var pass_play := HandEvaluator.EvaluatedPlay.new()
pass_play.type = -1
pass_play.primary_rank = 0
results.append(pass_play)
if hand.is_empty():
return results
var sorted := hand.duplicate(false)

View File

@@ -45,10 +45,10 @@ func handle_human_pass() -> Dictionary:
var old_last := game_state.round.last_non_pass_player()
if old_last >= 0 and old_last == game_state.round.active_player_idx:
return {"ok": false, "error_code": 3, "data": null}
var pass := HandEvaluator.EvaluatedPlay.new()
pass.type = -1
pass.primary_rank = 0
_apply_play(game_state.round.active_player_idx, pass)
var pass_play := HandEvaluator.EvaluatedPlay.new()
pass_play.type = -1
pass_play.primary_rank = 0
_apply_play(game_state.round.active_player_idx, pass_play)
_advance_turn()
return {"ok": true, "error_code": 0, "data": null}