func (s *SubState) FinishStateSetUp() {
}
FinishStateSetUp doesn't do anything. Typically if you embed a Connectable behavior, you
override this and call ConnectBehavior() within it.
package base
import (
	"github.com/jkomoros/boardgame"
)
type SubState struct {
	state boardgame.State
	ref   boardgame.StatePropertyRef
}
func (s *SubState) ConnectContainingState(state boardgame.State, ref boardgame.StatePropertyRef) {
	s.state = state
	s.ref = ref
}
func (s *SubState) State() boardgame.State {
	return s.state
}
func (s *SubState) ImmutableState() boardgame.ImmutableState {
	return s.state
}
func (s *SubState) StatePropertyRef() boardgame.StatePropertyRef {
	return s.ref
}
func (s *SubState) PlayerIndex() boardgame.PlayerIndex {
	return s.ref.PlayerIndex
}