`a.move_to_stack(b)` sounded too much like it moves a's cards to b, when it actually moves b's cards to a.
@@ -424,7 +424,7 @@ void Game::draw_cards()
update(stock.bounding_box());
} else {
auto play_bounding_box = play.bounding_box();
- play.move_to_stack(waste);
+ play.take_all(waste);
size_t cards_to_draw = 0;
switch (m_mode) {
@@ -323,7 +323,7 @@ NonnullRefPtr<Card> CardStack::pop()
return card;
}
-void CardStack::move_to_stack(CardStack& stack)
+void CardStack::take_all(CardStack& stack)
{
while (!m_stack.is_empty()) {
auto card = m_stack.take_first();
@@ -45,7 +45,7 @@ public:
void push(NonnullRefPtr<Card> card);
NonnullRefPtr<Card> pop();
- void move_to_stack(CardStack&);
+ void take_all(CardStack&);
void rebound_cards();
bool is_allowed_to_push(Card const&, size_t stack_size = 1, MovementRule movement_rule = MovementRule::Alternating) const;