have to draw first, start moving past debug
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88d2211c36
commit
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4
board.go
4
board.go
@ -3,8 +3,8 @@ package main
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import "fmt"
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type Board struct {
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Sentinal [4]Card
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Scourge [4]Card
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Sentinal [4]Card `json:"sentinal"`
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Scourge [4]Card `json:"scourge"`
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}
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func NewBoard() *Board {
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14
cmd.go
Normal file
14
cmd.go
Normal file
@ -0,0 +1,14 @@
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package main
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type CmdType string
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const (
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ActCmd = "a"
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StateCmd = "s"
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)
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type Command struct {
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PlayerID int `json:"player_id"`
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Type CmdType `json:"type"`
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Cmd string `json:"cmd"`
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}
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6
deck.go
6
deck.go
@ -6,7 +6,7 @@ import (
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)
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type Deck struct {
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Cards []Card
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Cards []Card `json:"cards"`
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}
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func NewDeck() *Deck {
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@ -46,3 +46,7 @@ func (d *Deck) Scry(s int) []Card {
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func (d *Deck) Bottom(result []Card) {
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d.Cards = append(result, d.Cards...) //Should shuffle result first?
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}
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func (d *Deck) Size() int {
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return len(d.Cards)
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}
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43
game.go
43
game.go
@ -13,6 +13,13 @@ const (
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StatusReady
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StatusPlaying
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StatusStop
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StatusSentinalWin
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StatusScourgeWin
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)
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const (
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SentinalID = 1
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ScourgeID = 2
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)
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func (g GameStatus) String() string {
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@ -28,6 +35,7 @@ type Game struct {
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CurrentTurn int
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CardBuffer []Card
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CanDraw bool
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HasDrawn bool
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Status GameStatus
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}
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@ -38,13 +46,14 @@ func NewGame() *Game {
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deckB.Shuffle()
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return &Game{
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GameBoard: NewBoard(),
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SentinalPlayer: NewPlayer("Sentinal", 1),
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ScourgePlayer: NewPlayer("Scourge", 2),
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SentinalPlayer: NewPlayer("Sentinal", SentinalID),
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ScourgePlayer: NewPlayer("Scourge", ScourgeID),
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SentinalDeck: deckA,
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ScourgeDeck: deckB,
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CurrentTurn: 0, //start with no turn
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CardBuffer: []Card{},
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CanDraw: false,
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HasDrawn: false,
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Status: StatusLobby,
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}
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}
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@ -60,7 +69,7 @@ func (g *Game) PlayerStateAct(id int, cmd string) *Game {
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return g
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case "g":
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//game state
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if id == 1 {
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if id == SentinalID {
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return &Game{
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GameBoard: g.GameBoard,
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SentinalPlayer: g.SentinalPlayer,
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@ -70,6 +79,7 @@ func (g *Game) PlayerStateAct(id int, cmd string) *Game {
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CurrentTurn: g.CurrentTurn,
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CardBuffer: nil,
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CanDraw: g.CanDraw,
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HasDrawn: g.HasDrawn,
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Status: g.Status,
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}
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} else {
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@ -82,6 +92,7 @@ func (g *Game) PlayerStateAct(id int, cmd string) *Game {
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CurrentTurn: g.CurrentTurn,
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CardBuffer: nil,
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CanDraw: g.CanDraw,
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HasDrawn: g.HasDrawn,
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Status: g.Status,
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}
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}
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@ -94,20 +105,21 @@ func (g *Game) PlayerStateAct(id int, cmd string) *Game {
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g.ScourgePlayer.Hand = g.ScourgeDeck.Cards[len(g.ScourgeDeck.Cards)-5 : len(g.ScourgeDeck.Cards)]
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g.SentinalDeck.Cards = g.ScourgeDeck.Cards[0 : len(g.ScourgeDeck.Cards)-5]
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return g
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case "s":
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//start turn
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if g.Status == StatusReady {
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if g.Status == StatusReady { //first turn
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g.Status = StatusPlaying
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g.CurrentTurn = id
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g.CanDraw = false
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g.HasDrawn = false
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} else {
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g.CanDraw = true
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g.HasDrawn = false
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}
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if id != g.CurrentTurn {
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return nil
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}
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if id == 1 {
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if id == SentinalID {
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for _, v := range g.GameBoard.Sentinal {
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v.Upkeep(g)
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}
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@ -123,7 +135,7 @@ func (g *Game) PlayerStateAct(id int, cmd string) *Game {
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return nil
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}
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g.CardBuffer = []Card{}
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if id == 1 {
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if id == SentinalID {
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for _, v := range g.GameBoard.Sentinal {
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v.Endstep(g)
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}
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@ -132,10 +144,10 @@ func (g *Game) PlayerStateAct(id int, cmd string) *Game {
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v.Endstep(g)
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}
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}
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if g.CurrentTurn == 1 {
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g.CurrentTurn = 2
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if g.CurrentTurn == SentinalID {
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g.CurrentTurn = ScourgeID
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} else {
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g.CurrentTurn = 1
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g.CurrentTurn = SentinalID
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}
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return g
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}
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@ -193,6 +205,7 @@ func (g *Game) PlayerAct(id int, cmd string) []Card {
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currD.Bottom(buf)
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curr.Hand = append(curr.Hand, x)
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g.CanDraw = false
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g.HasDrawn = true
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return curr.Hand
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case "m":
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@ -200,6 +213,9 @@ func (g *Game) PlayerAct(id int, cmd string) []Card {
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if len(cmd_s) != 3 {
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return nil
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}
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if !g.HasDrawn {
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return nil
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}
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x_i, _ := strconv.Atoi(cmd_s[1])
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y_i, _ := strconv.Atoi(cmd_s[2])
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res := g.GameBoard.Move(g.CurrentTurn, x_i, y_i)
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@ -213,6 +229,9 @@ func (g *Game) PlayerAct(id int, cmd string) []Card {
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if len(cmd_s) != 3 {
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return nil
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}
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if !g.HasDrawn {
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return nil
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}
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x_i, _ := strconv.Atoi(cmd_s[1])
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y_i, _ := strconv.Atoi(cmd_s[2])
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res := g.GameBoard.Attack(g.CurrentTurn, x_i, y_i)
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@ -231,7 +250,9 @@ func (g *Game) PlayerAct(id int, cmd string) []Card {
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fmt.Println("not enough arguments")
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return nil
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}
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fmt.Println("playing")
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if !g.HasDrawn {
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return nil
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}
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x_i, _ := strconv.Atoi(cmd_s[1])
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y_i, _ := strconv.Atoi(cmd_s[2])
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card := curr.Hand[x_i]
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42
game_view.go
Normal file
42
game_view.go
Normal file
@ -0,0 +1,42 @@
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package main
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type GameView struct {
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Board *Board `json:"board"`
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Player *Player `json:"player"`
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Deck *Deck `json:"deck"`
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EnemyDeckSize int `json:"enemy_deck_size"`
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EnemyHandSize int `json:"enemy_hand_size"`
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CurrentTurn int `json:"current_turn"`
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CanDraw bool `json:"can_draw"`
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HasDrawn bool `json:"has_drawn"`
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Status GameStatus `json:"game_status"`
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}
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func NewView(id int, g *Game) *GameView {
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if id == SentinalID {
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return &GameView{
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Board: g.GameBoard,
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Player: g.SentinalPlayer,
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Deck: g.SentinalDeck,
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EnemyDeckSize: g.ScourgeDeck.Size(),
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EnemyHandSize: len(g.ScourgePlayer.Hand),
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CurrentTurn: g.CurrentTurn,
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CanDraw: g.CanDraw,
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HasDrawn: g.HasDrawn,
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Status: g.Status,
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}
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} else {
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return &GameView{
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Board: g.GameBoard,
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Player: g.ScourgePlayer,
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Deck: g.ScourgeDeck,
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EnemyDeckSize: g.SentinalDeck.Size(),
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EnemyHandSize: len(g.SentinalPlayer.Hand),
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CurrentTurn: g.CurrentTurn,
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CanDraw: g.CanDraw,
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HasDrawn: g.HasDrawn,
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Status: g.Status,
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}
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}
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}
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