view_hand insert handling
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edd389c787
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151f7a3489
3 changed files with 33 additions and 34 deletions
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@ -25,7 +25,7 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
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// TODO this, or allow player/debug to call this?
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if let Some(mut lobby) = ctx.db.lobby().id().find(game_timer.lobby_id) {
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trace!("running schedule for lobby {}", lobby.id);
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// trace!("running schedule for lobby {}", lobby.id);
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match lobby.game_state {
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GameState::Setup => {
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// TODO reduce interval beforehand so we don't wait a second?
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@ -50,7 +50,7 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
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GameState::Deal => {
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// TODO reduce interval beforehand so this can animate?
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// TODO change loop to be per interval somehow?
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trace!("deal hands");
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// trace!("deal hands");
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let mut wall = ctx.db.wall().lobby_id().find(lobby.id).unwrap();
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for pob in &lobby.players {
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let mut tiles = wall.tiles.split_off(wall.tiles.len() - 13);
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@ -83,14 +83,14 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
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}
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}
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lobby.game_state = jong_types::states::GameState::Play;
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trace!("dealt hands");
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// trace!("dealt hands");
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}
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GameState::Play => {
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trace!("in play");
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// trace!("in play");
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let curr_player = lobby.players.get(lobby.current_idx as usize).unwrap();
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match curr_player {
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PlayerOrBot::Player { id: player_id } => {
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trace!("current player is {player_id}");
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// trace!("current player is {player_id}");
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let mut clock = ctx.db.player_clock().player_id().find(player_id).unwrap();
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let mut hand = ctx.db.player_hand().player_id().find(player_id).unwrap();
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match hand.turn_state {
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@ -109,7 +109,7 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
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}
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}
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TurnState::Tsumo => {
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trace!("wait for discard");
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// trace!("wait for discard");
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if clock.tick() {
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ctx.db.player_clock().id().update(clock);
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} else {
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