jong/src/game/mod.rs

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Rust
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use bevy::prelude::*;
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use crate::{
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game::{
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hand::Hand,
player::MainPlayer,
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round::{CurrentPlayer, TurnState, Wind},
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wall::Wall,
},
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tile::{self},
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};
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pub mod hand;
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pub mod player;
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pub mod round;
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pub mod wall;
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#[derive(States, Default, Hash, Clone, Eq, Debug, PartialEq, Copy)]
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pub enum GameState {
#[default]
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None,
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Setup,
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Deal,
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Play,
}
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pub struct Riichi;
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impl Plugin for Riichi {
fn build(&self, app: &mut App) {
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app
// start stopper
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.init_state::<GameState>()
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.add_sub_state::<TurnState>()
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.init_resource::<round::MatchSettings>()
.init_resource::<round::Compass>()
.add_systems(Startup, tile::init_tiles)
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.add_systems(OnEnter(GameState::Setup), setup)
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.add_systems(OnEnter(GameState::Deal), hand::shuffle_deal)
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.add_systems(Update, hand::sort_hands.run_if(in_state(GameState::Play)))
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// .add_systems(Update, turn_manager.run_if(in_state(GameState::Play)))
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.add_systems(OnEnter(TurnState::Tsumo), round::tsumo)
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// semicolon stopper
;
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}
}
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// struct TurnEvent {
// pub next: Option<Entity>,
// pub prev: Option<Entity>,
// }
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// fn turn_manager() {}
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pub(crate) fn setup(
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mut commands: Commands,
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matchsettings: Res<round::MatchSettings>,
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// mut compass: ResMut<Compass>
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// tiles: Query<Entity, With<Tile>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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) {
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for i in 1..=matchsettings.player_count {
let player = player::Player {
name: format!("Player {}", i),
};
let points = player::Points(matchsettings.starting_points);
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let bundle = (
player,
points,
Hand,
Wind::from_repr((i - 1) as usize).unwrap(),
);
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if i == 1 {
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let player = commands.spawn((bundle, MainPlayer)).id();
commands.insert_resource(CurrentPlayer(player));
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} else {
commands.spawn(bundle);
}
}
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commands.spawn(Wall);
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next_gamestate.set(GameState::Deal);
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}