jong/jong-line/src/reducers.rs

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2026-02-20 15:36:04 -08:00
use std::time::Duration;
use spacetimedb::{ReducerContext, ScheduleAt::Interval, reducer};
use jong_types::{GameState, TurnState};
use crate::{
reducers::deal::shuffle_deal,
tables::{
GameTimer, PlayerClock, PlayerOrBot, bot, game_timer, lobby as _, player_clock,
player_hand, wall,
},
};
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?
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
lobby.game_state = GameState::Deal;
}
GameState::Deal => {
// TODO reduce interval beforehand so this can animate?
shuffle_deal(ctx, lobby.id);
}
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))?,
}
ctx.db.game_timer().id().update(game_timer);
} 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;
}
}