Copy-edit.
Redo game.throwDice. Use two dice to determine which wall to use. Count stacks, not tiles.
Also keep track of the throws. Some fancy graphics could show the dice during the game.
Change the order in the graphical wall segments so that the original index 0 is in front of E, not the human.
Like this the break actually matches throws
Merge branch 'feature-dice-for-wall-break' into feature-riichi

Conflicts:
	src/game.py
Only one throw of two dice for Japanese games.
Take out some debug print.
Merge branch 'feature-dice-for-wall-break' into feature-riichi
'Fully concelaned hand' is only similar to OnlyConcealedMelds. New function for that.
Also a bit of ce.
Reset ippatsu chance for each hand for each player.
A bit of debuggig for the uninterrupted round flags.
Code for the riichi-style counters. 300 extra points for each consecutive game without winner or an East win.
Also add variables for left-over riichi bets from exhaustive draws into to the game and the db.
Also put basic style into predefined.py
Nixing double riichi on kongs seems to work.
Reworked pinfu code.
Add extra class for any pinfu. Use that in ConcealedPinfu and
OpenPinfu. The old code triggerend for seven pairs. (And potentially
for Thirteen Orphans. Not that that mattered much, as that scores
yakuman anyway.)
(A pinfu hand might not qualify for either ConcealedPinfo or
OpenPinfu. But reading through the rules reveals that a concealend
pinfu hand finishing on, say, the pair gets those points, and
scores as much as open pinfu hand. If you want the yaku, you have to
*not* call the win and wait. (And remember the furiten rules.))