With the 3rd package option:
yourgame/
state/
state.go
modifier/
modifier.go
main.go
main.go
would glue the two components together:
import "yourgame/state"
import "yourgame/modifier"
type Game struct {
state state.State
modifier modifier.Modifier
}
func main() {
// something like:
var game Game
game.modifier.Modify(game.state)
}
This approach is probably too tightly coupled though. Rather than manipulating an essentially global state object, I would try to slice up the data into just what you need for the modifier.
Reasoning in the abstract is hard, so here's a concrete example of what I mean. In your game:
type Object struct {
ID, X, Y int
// more data here
}
type Game struct {
Objects map[int]*Object
}
In your "modifier", let's suppose we had an AI module that moves an object. If all he cares about is the position of a single object you can create an interface:
// in yourgame/modifier
type Object interface {
GetCoordinates() (int, int)
SetCoordinates(int, int)
}
type Modifier struct {}
func (m *Modifier) Update(obj Object) { }
Then we just have to add those methods to our original Object:
type (obj *Object) GetCoordinates() (int, int) {
return obj.X, obj.Y
}
type (obj *Object) SetCoordinates(x, y int) {
obj.X, obj.Y = x, y
}
And now you can pass objects to your modifier without needing a cyclic dependency.
Now if it turns out your "modifier" interface ends up looking almost exactly the same as your game object, then a 3rd package of structs is probably reasonable so you aren't always repeating yourself. For an example consider net/url
.