public void UpdateRichiZhenting(int playerIndex, Tile discardTile) { if (!RichiStatus(playerIndex) || richiZhenting[playerIndex]) { return; } if (MahjongLogic.HasWin(handTiles[playerIndex], null, discardTile)) { richiZhenting[playerIndex] = true; } }
public void UpdateTempZhenting(int discardPlayerIndex, Tile discardTile) { // test temp zhenting for (int playerIndex = 0; playerIndex < GameSettings.MaxPlayer; playerIndex++) { if (playerIndex == discardPlayerIndex) { continue; } if (MahjongLogic.HasWin(handTiles[playerIndex], null, discardTile)) { tempZhenting[playerIndex] = true; } } }