func (g *Game) replaceGameTiles(m message.Message) {
	g.resetTiles()
	for _, tp := range m.Game.Board.UsedTiles {
		g.board.UsedTiles[tp.Tile.ID] = tp
		if _, ok := g.board.UsedTileLocs[tp.X]; !ok {
			g.board.UsedTileLocs[tp.X] = make(map[tile.Y]tile.Tile)
		}
		g.board.UsedTileLocs[tp.X][tp.Y] = tp.Tile
	}
	g.addUnusedTiles(m)
}
// replacegameTiles completely replaces the games used and unused tiles.
replacegameTiles completely replaces the games used and unused tiles.
// replacegameTiles completely replaces the games used and unused tiles .
func (g *Game) replaceGameTiles(m message.Message) {
	g.resetTiles()
	for _, tp := range m.Game.Board.UsedTiles {
		g.board.UsedTiles[tp.Tile.ID] = tp
		if _, ok := g.board.UsedTileLocs[tp.X]; !ok {
			g.board.UsedTileLocs[tp.X] = make(map[tile.Y]tile.Tile)
		}
		g.board.UsedTileLocs[tp.X][tp.Y] = tp.Tile
	}
	g.addUnusedTiles(m)
}
func ( g * Game ) replaceGameTiles ( m message . Message ) { g . resetTiles ( ) for _ , tp := range m . Game . Board . UsedTiles { g . board . UsedTiles [ tp . Tile . ID ] = tp if _ , ok := g . board . UsedTileLocs [ tp . X ] ; ! ok { g . board . UsedTileLocs [ tp . X ] = make ( map [ tile . Y ] tile . Tile ) } g . board . UsedTileLocs [ tp . X ] [ tp . Y ] = tp . Tile } g . addUnusedTiles ( m ) }
replacegameTiles completely replaces the games used and unused tiles.
replacegameTiles completely replaces the games used and unused tiles .