fn boss_turn(&self) -> GameResult {
        let armour = if self.shield_effect > 0 { 7 } else { 0 };
        let damage = max(self.boss_attack.saturating_sub(armour), 1);

        let game = GameState {
            hero_hp: self.hero_hp.saturating_sub(damage),
            ..*self
        };

        game.outcome()
    }
/// Perform the boss's turn
Perform the boss's turn
Perform the boss ' s turn
fn boss_turn(&self) -> GameResult {
        let armour = if self.shield_effect > 0 { 7 } else { 0 };
        let damage = max(self.boss_attack.saturating_sub(armour), 1);
        let game = GameState {
            hero_hp: self.hero_hp.saturating_sub(damage),
            ..*self
        };
        game.outcome()
    }
fn boss_turn ( & self ) -> GameResult { let armour = if self . shield_effect > 0 { 7 } else { 0 } ; let damage = max ( self . boss_attack . saturating_sub ( armour ) , 1 ) ; let game = GameState { hero_hp : self . hero_hp . saturating_sub ( damage ) , .. * self } ; game . outcome ( ) }
Perform the boss's turn
Perform the boss ' s turn
&self
&self