This commit is contained in:
Tao Tien 2026-02-22 00:39:51 -08:00
parent d7b4221727
commit 2d3993452b
33 changed files with 920 additions and 143 deletions

View file

@ -1,14 +1,16 @@
use std::time::Duration;
use spacetimedb::{ReducerContext, ScheduleAt::Interval, reducer};
use spacetimedb::{
ReducerContext, ScheduleAt::Interval, Table as _, rand::seq::SliceRandom, reducer,
};
use jong_types::{GameState, TurnState};
use crate::{
reducers::deal::shuffle_deal,
reducers::deal::{deal_hands, new_shuffled_wall, shuffle_deal},
tables::{
GameTimer, PlayerClock, PlayerOrBot, bot, game_timer, lobby as _, player_clock,
player_hand, wall,
DbTile, DbWall, GameTimer, PlayerClock, PlayerHand, PlayerOrBot, bot, game_timer,
lobby as _, player, player_clock, player_hand, tile as _, wall,
},
};
@ -20,6 +22,7 @@ mod lobby;
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());
}
@ -29,11 +32,51 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
GameState::Setup => {
// TODO reduce interval beforehand so we don't wait a second?
// TODO keep a count to clear stale lobbies
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,
});
lobby.game_state = GameState::Deal;
}
GameState::Deal => {
// TODO reduce interval beforehand so this can animate?
shuffle_deal(ctx, lobby.id);
// 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;
}
GameState::Play => {
let curr_player = lobby.players.get(lobby.current_idx as usize).unwrap();
@ -87,7 +130,8 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
_ => Err(format!("lobby {} in impossible state", lobby.id))?,
}
ctx.db.game_timer().id().update(game_timer);
// ctx.db.game_timer().id().update(game_timer);
ctx.db.lobby().id().update(lobby);
} else {
ctx.db.game_timer().id().delete(game_timer.id);
Err(format!(