jong/spacetimedb/src/game.rs

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use log::{info, trace};
use spacetimedb::{ReducerContext, Table, reducer};
use crate::tables::*;
use jong_types::*;
mod hand;
mod wall;
#[reducer]
pub fn join_or_create_lobby(ctx: &ReducerContext, mut lobby_id: u32) -> Result<(), String> {
let ok_or = ctx
.db
.player()
.identity()
.find(ctx.sender)
.ok_or(format!("cannot find player {}", ctx.sender))?;
let mut player = ok_or;
if lobby_id == 0 {
let lobby = ctx.db.lobby().insert(Lobby {
id: 0,
host_player_id: player.id,
players: vec![PlayerOrBot::Player { id: player.id }],
game_state: GameState::Lobby,
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turn_state: TurnState::None,
});
info!("created lobby: {:?}", lobby);
lobby_id = lobby.id;
}
player.lobby_id = lobby_id;
let player = ctx.db.player().identity().update(player);
info!("player {} joined lobby {}", player.id, lobby_id);
Ok(())
}
#[reducer]
pub fn add_bot(ctx: &ReducerContext, lobby_id: u32) -> Result<(), String> {
if lobby_id == 0 {
Err("cannot add a bot without a lobby".into())
} else if let Some(mut lobby) = ctx.db.lobby().id().find(lobby_id)
&& (ctx.db.player().lobby_id().filter(lobby_id).count()
+ ctx.db.bot().lobby_id().filter(lobby_id).count()
< 4)
{
let bot = ctx.db.bot().insert(Bot {
id: 0,
lobby_id,
hand_id: 0,
pond_id: 0,
});
lobby.players.push(PlayerOrBot::Bot { id: bot.id });
ctx.db.lobby().id().update(lobby);
info!("added bot {} to lobby {}", bot.id, lobby_id);
Ok(())
} else {
Err("lobby doesn't exist".into())
}
}
#[reducer]
pub fn set_ready(ctx: &ReducerContext, ready: bool) {
let mut player = ctx.db.player().identity().find(ctx.sender).unwrap();
player.ready = ready;
let player = ctx.db.player().identity().update(player);
}
#[reducer]
pub fn start_game(ctx: &ReducerContext) {
let player = ctx.db.player().identity().find(ctx.sender).unwrap();
if let Some(mut lobby) = ctx.db.lobby().host_player_id().find(player.id)
&& lobby.players.len() == 4
&& lobby.players.iter().all(|p| match p {
PlayerOrBot::Player { id } => ctx.db.player().id().find(id).is_some_and(|p| p.ready),
PlayerOrBot::Bot { id } => ctx.db.bot().id().find(id).is_some(),
})
{
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lobby.game_state = GameState::Setup;
ctx.db.lobby().id().update(lobby);
}
}