package game type Game struct { RNG RNG PP [2]Player Shells []bool HP int8 Round uint Group uint Turn uint Damage int8 Reveal bool // Backing storage for shells. ShellArray [8]bool } func NewGame() *Game { return &Game{ RNG: NewRNG(), Damage: 1, } } func (g *Game) StartRound() { g.PP[0].StartRound() g.PP[1].StartRound() g.Round++ } func (g *Game) StartGroup() { items := g.RNG.Intn(4) + 1 g.HP = int8(g.RNG.Intn(3) + 2) g.PP[0].StartGroup(&g.RNG, g.HP, items) g.PP[1].StartGroup(&g.RNG, g.HP, items) shells := g.RNG.Intn(6) + 2 for i := 0; i < shells/2; i++ { g.ShellArray[i] = true } for i := shells / 2; i < shells; i++ { g.ShellArray[i] = false } g.Shells = g.ShellArray[:shells] ShuffleSlice(&g.RNG, g.Shells) g.Group++ g.Turn = 0 } // CurrentPlayer gets the index of the current player, either 0 or 1. func (g *Game) CurrentPlayer() *Player { return &g.PP[g.Turn%2] } // Opponent returns the player who is not the current player. func (g *Game) Opponent() *Player { return &g.PP[g.Turn%2^1] } // Apply uses an item by index for the current player. func (g *Game) Apply(item int) { cur := g.CurrentPlayer() if item < 0 || item >= len(cur.Items) { return } if cur.Items[item].Apply(g) { cur.Items[item] = ItemNone } } // PopShell removes a shell from the shotgun. // This may cause the shotgun to be empty, but does not start the next group // if so. func (g *Game) PopShell() { g.Shells = g.Shells[1:] } // Empty returns whether the shotgun is empty. func (g *Game) Empty() bool { return len(g.Shells) == 0 }