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author | Glenn Morris <rgm@gnu.org> | 2010-11-02 20:33:24 -0700 |
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committer | Glenn Morris <rgm@gnu.org> | 2010-11-02 20:33:24 -0700 |
commit | cd32f8a9a090943cc94048a2cceac74984154fbb (patch) | |
tree | 64b50a96e6ccd8c33618c54d15c15618c9fecd49 /lisp/play | |
parent | 033862d125d7cda856d4450228a3b28121eecc87 (diff) | |
download | emacs-cd32f8a9a090943cc94048a2cceac74984154fbb.tar.gz |
Fix the most annoying typo in the world.
* lisp/play/gomoku.el (gomoku-loosing-threshold): Correct spelling.
(gomoku-human-plays): Use new name.
Diffstat (limited to 'lisp/play')
-rw-r--r-- | lisp/play/gomoku.el | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/lisp/play/gomoku.el b/lisp/play/gomoku.el index c6d66bb1774..81046c7c4c9 100644 --- a/lisp/play/gomoku.el +++ b/lisp/play/gomoku.el @@ -278,7 +278,7 @@ Other useful commands:\n ;; 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 @@ Other useful commands:\n ;; 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 @@ If the game is finished, this command requests for another game." (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. |