mirror of
https://github.com/HexCardGames/HexDeck.git
synced 2025-09-03 10:38:40 +02:00
feat(deck-hexv1): implement experimental HexV1 card deck
This commit is contained in:
@ -13,6 +13,10 @@ func DeckFromInterface(cardDeckId int, cardDeck bson.D) types.CardDeck {
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deck := Classic{}
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bson.Unmarshal(bsonBytes, &deck)
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return &deck
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case 1:
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deck := HexV1{}
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bson.Unmarshal(bsonBytes, &deck)
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return &deck
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}
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return nil
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@ -26,6 +30,10 @@ func CardFromInterface(cardDeckId int, card bson.D) types.Card {
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deck := ClassicCard{}
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bson.Unmarshal(bsonBytes, &deck)
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return &deck
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case 1:
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deck := HexV1Card{}
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bson.Unmarshal(bsonBytes, &deck)
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return &deck
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}
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return nil
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}
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205
backend/decks/hexv1.go
Normal file
205
backend/decks/hexv1.go
Normal file
@ -0,0 +1,205 @@
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package decks
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import (
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"fmt"
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"math/rand/v2"
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"github.com/HexCardGames/HexDeck/types"
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"github.com/HexCardGames/HexDeck/utils"
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)
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type HexV1 struct {
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room *types.Room
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CardsPlayed []*HexV1Card
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PlayerOrder []int
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ActiveIndex int
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}
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type HexV1Card struct {
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Symbol string
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Color string
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NumericValue int
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}
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var HexV1Colors = []string{"blue", "green", "yellow", "purple"}
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var HexV1ActionCards = []string{"shuffle", "skip", "draw", "swap"}
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func (deck *HexV1) Init(room *types.Room) {
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deck.room = room
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deck.PlayerOrder = make([]int, len(room.Players))
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deck.ActiveIndex = 0
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deck.room.PlayersMutex.Lock()
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defer deck.room.PlayersMutex.Unlock()
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for i, player := range deck.room.Players {
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deck.PlayerOrder[i] = i
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player.Mutex.Lock()
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defer player.Mutex.Unlock()
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deck.drawMany(player, 8)
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}
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}
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func (deck *HexV1) SetRoom(room *types.Room) {
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deck.room = room
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}
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func (deck *HexV1) IsEmpty() bool {
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return false
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}
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func (deck *HexV1) getTopCard() *HexV1Card {
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if len(deck.CardsPlayed) == 0 {
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return nil
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}
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return deck.CardsPlayed[len(deck.CardsPlayed)-1]
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}
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func (deck *HexV1) GetTopCard() types.Card {
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return deck.getTopCard()
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}
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func (deck *HexV1) generateCard() *HexV1Card {
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cardType := rand.IntN(16 + len(HexV1ActionCards))
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cardColor := HexV1Colors[rand.IntN(len(HexV1Colors))]
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if cardType < 16 {
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return &HexV1Card{
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Symbol: fmt.Sprintf("%x", cardType),
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Color: cardColor,
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NumericValue: cardType,
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}
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}
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cardSymbol := HexV1ActionCards[cardType-16]
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if rand.IntN(100) <= 10 {
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cardColor = "rainbow"
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}
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return &HexV1Card{
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Symbol: "action:" + cardSymbol,
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Color: cardColor,
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NumericValue: 3,
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}
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}
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func (deck *HexV1) drawCard(player *types.Player) types.Card {
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card := deck.generateCard()
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player.Cards = append(player.Cards, card)
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return card
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}
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func (deck *HexV1) drawMany(player *types.Player, cards int) {
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for i := 0; i < cards; i++ {
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deck.drawCard(player)
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}
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}
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func (deck *HexV1) DrawCard() types.Card {
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// Can't draw another card before wildcard color is selected
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topCard := deck.getTopCard()
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if topCard != nil && topCard.Color == "rainbow" {
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return nil
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}
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card := deck.drawCard(deck.getPlayer(deck.ActiveIndex))
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deck.nextPlayer()
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return card
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}
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func (deck *HexV1) getNextValidIndex(index int) int {
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if len(deck.room.Players) == 0 || len(deck.PlayerOrder) == 0 {
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return -1
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}
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checkIndex := utils.Mod(index, len(deck.PlayerOrder))
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for deck.PlayerOrder[checkIndex] >= len(deck.room.Players) {
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checkIndex = utils.Mod(checkIndex+1, len(deck.PlayerOrder))
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}
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return checkIndex
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}
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func (deck *HexV1) getPlayer(index int) *types.Player {
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playerIndex := deck.getNextValidIndex(index)
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if playerIndex == -1 {
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return nil
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}
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return deck.room.Players[deck.PlayerOrder[playerIndex]]
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}
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func (deck *HexV1) getNextPlayerIndex() int {
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return deck.getNextValidIndex(deck.ActiveIndex + 1)
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}
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func (deck *HexV1) nextPlayer() {
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deck.ActiveIndex = deck.getNextPlayerIndex()
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}
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func (deck *HexV1) IsPlayerActive(target *types.Player) bool {
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return deck.getPlayer(deck.ActiveIndex) == target
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}
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func (deck *HexV1) CanPlay(card types.Card) bool {
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topCard := deck.getTopCard()
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checkCard := card.(*HexV1Card)
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if topCard == nil || checkCard == nil {
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return topCard == nil
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}
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return topCard.Color != "rainbow" && (checkCard.Color == "rainbow" || checkCard.Color == topCard.Color || checkCard.Symbol == topCard.Symbol)
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}
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func (deck *HexV1) PlayCard(card types.Card) bool {
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if !deck.CanPlay(card) {
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return false
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}
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deckCard := card.(*HexV1Card)
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targetPlayer := deck.getPlayer(deck.ActiveIndex)
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nextPlayer := deck.getPlayer(deck.getNextPlayerIndex())
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if deckCard.Symbol == "action:skip" && deckCard.Color != "rainbow" {
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deck.nextPlayer()
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} else if deckCard.Symbol == "action:draw" {
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amount := 3
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topCard := deck.getTopCard()
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if topCard != nil {
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amount = topCard.NumericValue
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}
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deck.drawMany(nextPlayer, amount)
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} else if deckCard.Symbol == "action:shuffle" {
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utils.ShuffleSlice(&deck.PlayerOrder)
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} else if deckCard.Symbol == "action:swap" {
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p1Cards := targetPlayer.Cards
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p2Cards := nextPlayer.Cards
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targetPlayer.Cards = p2Cards
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nextPlayer.Cards = p1Cards
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}
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if deckCard.Color != "rainbow" {
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deck.nextPlayer()
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}
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deck.CardsPlayed = append(deck.CardsPlayed, deckCard)
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return true
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}
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func (deck *HexV1) UpdatePlayedCard(cardData interface{}) types.Card {
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topCard := deck.getTopCard()
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if topCard.Color != "rainbow" {
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return nil
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}
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updateData, ok := cardData.(map[string]interface{})
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if !ok {
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return nil
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}
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newColor, ok := updateData["Color"].(string)
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if !ok {
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return nil
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}
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for _, color := range HexV1Colors {
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if newColor == color {
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deck.nextPlayer()
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if topCard.Symbol == "action:skip" {
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deck.nextPlayer()
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}
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topCard.Color = color
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return topCard
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}
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}
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return nil
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}
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@ -39,7 +39,7 @@ func CreateRoom() *types.Room {
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GameState: types.StateLobby,
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Players: make([]*types.Player, 0),
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PlayersMutex: &sync.Mutex{},
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CardDeckId: 0,
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CardDeckId: 1,
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}
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db.Conn.InsertRoom(newRoom)
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@ -34,5 +34,8 @@ func ShuffleSlice[T any](slice *([]T)) {
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}
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func Mod(a, b int) int {
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if b == 0 {
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return 0
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}
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return (a%b + b) % b
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}
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