jong/jong-line/src/reducers.rs

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use std::time::Duration;
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use spacetimedb::{
ReducerContext, ScheduleAt::Interval, Table as _, rand::seq::SliceRandom, reducer,
};
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use jong_types::{GameState, TurnState};
use crate::{
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reducers::deal::{deal_hands, new_shuffled_wall, shuffle_deal},
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tables::{
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DbTile, DbWall, GameTimer, PlayerClock, PlayerHand, PlayerOrBot, bot, game_timer,
lobby as _, player, player_clock, player_hand, tile as _, wall,
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},
};
mod deal;
mod hand;
mod lobby;
#[reducer]
pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(), String> {
// checks every second (or more? when users make moves) on whether to advance the game's various states
// TODO this, or allow player/debug to call this?
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if !ctx.sender_auth().is_internal() {
return Err("This reducer can only be called by the scheduler".to_string());
}
if let Some(mut lobby) = ctx.db.lobby().id().find(game_timer.lobby_id) {
match lobby.game_state {
GameState::Setup => {
// TODO reduce interval beforehand so we don't wait a second?
// TODO keep a count to clear stale lobbies
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let tiles = {
let mut rng = ctx.rng();
let mut wall: Vec<_> = jong_types::tiles::tiles()
.into_iter()
.map(|tile| ctx.db.tile().insert(DbTile { id: 0, tile }))
.collect();
wall.shuffle(&mut rng);
wall
};
ctx.db.wall().insert(DbWall {
// id: 0,
lobby_id: lobby.id,
tiles,
});
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lobby.game_state = GameState::Deal;
}
GameState::Deal => {
// TODO reduce interval beforehand so this can animate?
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// TODO change loop to be per interval somehow?
let mut wall = ctx.db.wall().lobby_id().find(lobby.id).unwrap();
for pob in &lobby.players {
let mut tiles = wall.tiles.split_off(wall.tiles.len() - 13);
wall = ctx.db.wall().lobby_id().update(wall);
tiles.sort_by_key(|t| t.tile);
match pob {
PlayerOrBot::Player { id }
if let Some(p) = ctx.db.player().id().find(id) =>
{
ctx.db.player_hand().insert(PlayerHand {
id: 0,
player_id: p.id,
turn_state: jong_types::TurnState::None,
pond: vec![],
hand: tiles,
working_tile: None,
});
}
PlayerOrBot::Bot { id } if let Some(mut b) = ctx.db.bot().id().find(id) => {
b.hand = tiles;
ctx.db.bot().id().update(b);
}
_ => Err("couldn't find player or bot".to_string())?,
}
}
lobby.game_state = jong_types::states::GameState::Play;
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}
GameState::Play => {
let curr_player = lobby.players.get(lobby.current_idx as usize).unwrap();
match curr_player {
PlayerOrBot::Player { id: player_id } => {
let mut clock = ctx.db.player_clock().player_id().find(player_id).unwrap();
let mut hand = ctx.db.player_hand().player_id().find(player_id).unwrap();
match hand.turn_state {
TurnState::None => {
// TODO draw tile
if let Some(mut wall) = ctx.db.wall().lobby_id().find(lobby.id)
&& let Some(tile) = wall.tiles.pop()
{
hand.working_tile = Some(tile);
hand.turn_state = TurnState::Tsumo;
ctx.db.wall().lobby_id().update(wall);
ctx.db.player_hand().id().update(hand);
} else {
// TODO out of tiles
todo!()
}
}
TurnState::Tsumo => {
if clock.tick() {
ctx.db.player_clock().id().update(clock);
} else {
// TODO auto-discard
}
}
TurnState::Menzen => {}
TurnState::RiichiKan => {}
TurnState::RonChiiPonKan => {}
TurnState::End => {}
}
}
PlayerOrBot::Bot { id: bot_id } => {
let b = ctx.db.bot().id().find(bot_id).unwrap();
}
}
}
GameState::Exit => {
ctx.db.game_timer().id().delete(game_timer.id);
ctx.db.lobby().id().delete(lobby.id);
// TODO reset all player lobbies, delete bots, etc?
// is there a way to do this automatically, or rely on elsewhere's checks clearing the state?
return Ok(());
}
// TODO handle stale lobbies
// TODO should this delete the timer?
_ => Err(format!("lobby {} in impossible state", lobby.id))?,
}
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// ctx.db.game_timer().id().update(game_timer);
ctx.db.lobby().id().update(lobby);
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} else {
ctx.db.game_timer().id().delete(game_timer.id);
Err(format!(
"ran schedule {} for empty lobby {}",
game_timer.id, game_timer.lobby_id
))?;
}
Ok(())
}
impl PlayerClock {
fn tick(&mut self) -> bool {
if self.renewable > 0 {
self.renewable -= 1;
true
} else if self.total > 0 {
self.total -= 1;
true
} else {
false
}
}
fn renew(&mut self) {
self.renewable = 5;
}
}