refactor jong-line

This commit is contained in:
Tao Tien 2026-03-02 23:56:30 -08:00
parent 0c3fe6f87a
commit 147f939179
6 changed files with 242 additions and 278 deletions

View file

@ -6,10 +6,10 @@ use spacetimedb::{
};
use crate::tables::{
DbTile, DbWall, GameTimer, Lobby, PlayerClock, PlayerHand, bot, game_timer, lobby as _, player,
player_clock, player_hand, tile as _, wall,
DbTile, Lobby, LobbyTimer, PlayerClock, PlayerHand, Wall, bot, game_timer, lobby as _,
player_clock, player_config, player_hand, tile, user, wall,
};
use jong_types::{GameState, PlayerOrBot, TurnState};
use jong_types::{GameState, TurnState};
mod hand;
mod lobby;
@ -22,7 +22,7 @@ pub fn advance_game(ctx: &ReducerContext) -> Result<(), String> {
.lobby_id()
.find(
ctx.db
.player()
.user()
.identity()
.find(ctx.sender())
.ok_or("player not in lobby")?
@ -43,8 +43,7 @@ fn shuffle_wall(ctx: &ReducerContext, lobby: &mut Lobby) {
wall.shuffle(&mut rng);
wall
};
ctx.db.wall().insert(DbWall {
// id: 0,
ctx.db.wall().insert(Wall {
lobby_id: lobby.id,
tiles,
});
@ -53,33 +52,17 @@ fn shuffle_wall(ctx: &ReducerContext, lobby: &mut Lobby) {
fn deal_hands(ctx: &ReducerContext, lobby: &mut Lobby) -> Result<(), String> {
let mut wall = ctx.db.wall().lobby_id().find(lobby.id).unwrap();
for pob in &lobby.players {
for player 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,
});
ctx.db.player_clock().insert(PlayerClock {
id: 0,
player_id: p.id,
renewable: 5,
total: 30,
});
}
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())?,
}
ctx.db.player_hand().insert(PlayerHand {
player_id: *player,
turn_state: TurnState::None,
hand: tiles,
pond: vec![],
working_tile: None,
});
}
lobby.game_state = jong_types::states::GameState::Play;
@ -87,7 +70,10 @@ fn deal_hands(ctx: &ReducerContext, lobby: &mut Lobby) -> Result<(), String> {
}
#[reducer]
pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(), String> {
pub fn advance_game_private(
ctx: &ReducerContext,
mut game_timer: LobbyTimer,
) -> 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?
@ -99,6 +85,21 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
// TODO keep a count to clear stale lobbies
// trace!("shuffle wall");
shuffle_wall(ctx, &mut lobby);
lobby.players.shuffle(&mut ctx.rng());
for player_id in lobby
.players
.iter()
.filter(|id| ctx.db.user().config_id().find(*id).is_some())
{
ctx.db.player_clock().insert(PlayerClock {
player_id: *player_id,
renewable: 5,
total: 20,
});
}
ctx.db.lobby().id().update(lobby);
advance_game_private(ctx, game_timer)?;
return Ok(());
@ -114,62 +115,44 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
GameState::Play => {
// trace!("in play");
let curr_player = lobby.players.get(lobby.current_idx as usize).unwrap();
match curr_player {
PlayerOrBot::Player { id: player_id } => {
// trace!("current player is {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 => {
// trace!("draw a 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 => {
// trace!("wait for discard");
if clock.tick() {
ctx.db.player_clock().id().update(clock);
} else {
// TODO auto-discard
}
}
TurnState::Menzen => {}
TurnState::RiichiKan => {}
TurnState::RonChiiPonKan => {}
TurnState::End => {}
let mut hand = ctx.db.player_hand().player_id().find(curr_player).unwrap();
match hand.turn_state {
TurnState::None => {
// trace!("draw a 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().player_id().update(hand);
} else {
// TODO out of tiles
todo!()
}
}
PlayerOrBot::Bot { id: bot_id } => {
debug!("current bot is {bot_id}");
let bot = ctx.db.bot().id().find(bot_id).unwrap();
match bot.turn_state {
// TurnState::None => todo!(),
// TurnState::Tsumo => todo!(),
// TurnState::Menzen => todo!(),
// TurnState::RiichiKan => todo!(),
// TurnState::RonChiiPonKan => todo!(),
// TurnState::End => todo!(),
_ => {}
TurnState::Tsumo => {
// only real players have clocks?
if let Some(mut clock) = ctx.db.player_clock().player_id().find(curr_player)
&& clock.tick()
{
ctx.db.player_clock().player_id().update(clock);
} else {
// TODO bot / auto discard
}
lobby.next_player();
}
TurnState::Menzen => {}
TurnState::RiichiKan => {}
TurnState::RonChiiPonKan => {}
TurnState::End => {}
}
}
GameState::Exit => {
ctx.db.game_timer().id().delete(game_timer.id);
ctx.db.lobby().id().delete(lobby.id);
// 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!("lobby exit cleanup")
}
// TODO handle stale lobbies
@ -180,10 +163,10 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
// ctx.db.game_timer().id().update(game_timer);
ctx.db.lobby().id().update(lobby);
} else {
ctx.db.game_timer().id().delete(game_timer.id);
// ctx.db.game_timer().id().delete(game_timer.id);
Err(format!(
"ran schedule {} for empty lobby {}",
game_timer.id, game_timer.lobby_id
game_timer.scheduled_id, game_timer.lobby_id
))?;
}