# HG changeset patch # User Glenn Morris # Date 1288755204 25200 # Node ID 651ebb81e47d80ae7fdf2be2f465a0b1e919d47f # Parent be0bea620615817ab441362acd4010872f894533 Fix the most annoying typo in the world. * lisp/play/gomoku.el (gomoku-loosing-threshold): Correct spelling. (gomoku-human-plays): Use new name. diff -r be0bea620615 -r 651ebb81e47d lisp/ChangeLog --- a/lisp/ChangeLog Tue Nov 02 20:30:37 2010 -0700 +++ b/lisp/ChangeLog Tue Nov 02 20:33:24 2010 -0700 @@ -1,5 +1,8 @@ 2010-11-03 Glenn Morris + * play/gomoku.el (gomoku-loosing-threshold): Correct spelling. + (gomoku-human-plays): Use new name. + * play/gomoku.el (nil-score, Xscore, XXscore, XXXscore, XXXXscore) (Oscore, OOscore, OOOscore, OOOOscore): Rename with gomoku- prefix. (gomoku-score-trans-table, gomoku-winning-threshold) diff -r be0bea620615 -r 651ebb81e47d lisp/play/gomoku.el --- a/lisp/play/gomoku.el Tue Nov 02 20:30:37 2010 -0700 +++ b/lisp/play/gomoku.el Tue Nov 02 20:33:24 2010 -0700 @@ -278,7 +278,7 @@ ;; its contents as a set, i.e. not considering the order of its elements. The ;; highest score is given to the "OOOO" qtuples because playing in such a ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because -;; not playing in it is just loosing the game, and so on. Note that a +;; not playing in it is just losing the game, and so on. Note that a ;; "polluted" qtuple, i.e. one containing at least one X and at least one O, ;; has score zero because there is no more any point in playing in it, from ;; both an attacking and a defending point of view. @@ -348,12 +348,12 @@ ;; qtuple, thus to be a winning move. Similarly, the only way for a square to ;; have a score between gomoku-XXXXscore and gomoku-OOOOscore is to belong to a "XXXX" ;; qtuple. We may use these considerations to detect when a given move is -;; winning or loosing. +;; winning or losing. (defconst gomoku-winning-threshold gomoku-OOOOscore "Threshold score beyond which an Emacs move is winning.") -(defconst gomoku-loosing-threshold gomoku-XXXXscore +(defconst gomoku-losing-threshold gomoku-XXXXscore "Threshold score beyond which a human move is winning.") @@ -872,7 +872,7 @@ (t (setq score (aref gomoku-score-table square)) (gomoku-play-move square 1) - (cond ((and (>= score gomoku-loosing-threshold) + (cond ((and (>= score gomoku-losing-threshold) ;; Just testing SCORE > THRESHOLD is not enough for ;; detecting wins, it just gives an indication that ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.