pull doCommand call out of UpdateState
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6eb0e55dcc
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@ -32,7 +32,10 @@ func CommandLoop(w *pixelgl.Window, s State, stateCA chan<- State) {
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w.SetClosed(true)
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w.SetClosed(true)
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return
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return
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case w.JustPressed(pixelgl.KeyEnter) || w.Pressed(pixelgl.KeySpace) || true:
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case w.JustPressed(pixelgl.KeyEnter) || w.Pressed(pixelgl.KeySpace) || true:
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s = UpdateState(s, sOld, <-cmdC)
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for i, cmd := range <-cmdC {
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s = doCommand(cmd, s, i)
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}
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s = UpdateState(s, sOld)
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turn++
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turn++
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if s.GameOver {
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if s.GameOver {
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s = NewState()
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s = NewState()
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@ -42,11 +42,7 @@ type Baton struct {
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HolderID int
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HolderID int
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}
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}
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func UpdateState(s State, sOld State, cmds []Command) State {
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func UpdateState(s State, sOld State) State {
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for i, cmd := range cmds {
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s = doCommand(cmd, s, i)
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}
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var winners []int
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var winners []int
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for _, t := range s.Teams {
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for _, t := range s.Teams {
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if r := ActiveRacer(t); r != nil {
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if r := ActiveRacer(t); r != nil {
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