simplify game setup
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f4c4339204
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30d19ed9d9
8 changed files with 145 additions and 171 deletions
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@ -1,58 +1,29 @@
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use bevy::prelude::*;
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use crate::{
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game::{player::Player, wall::WallTiles},
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game::{player::Player /* wall::WallTiles */},
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tiles::Tile,
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};
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#[derive(Component)]
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pub struct Hand;
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#[derive(Component)]
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#[relationship(relationship_target = HandTiles)]
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pub struct InHand(pub Entity);
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// #[derive(Component, Default)]
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// enum SortHand {
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// #[default]
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// Unsorted,
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// Sort,
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// Manual,
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// }
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#[derive(Component)]
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#[relationship_target(relationship = InHand, linked_spawn)]
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pub struct HandTiles(Vec<Entity>);
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pub(crate) fn deal_hands(
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mut commands: Commands,
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walltiles: Single<&WallTiles>,
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walltiles_entity: Single<Entity, With<WallTiles>>,
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players: Populated<Entity, With<Player>>,
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) -> Result {
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let mut wall = walltiles.iter().collect::<Vec<_>>();
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for player_entity in players {
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let hand = wall.split_off(13);
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commands
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.get_entity(*walltiles_entity)?
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.remove_children(&hand);
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let handtiles = commands.spawn((Hand, HandTiles(hand))).id();
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commands
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.get_entity(player_entity)?
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.add_children(&[handtiles]);
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}
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trace!("dealt hands");
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Ok(())
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}
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#[allow(clippy::type_complexity)]
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pub(crate) fn sort_hands(
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mut commands: Commands,
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tiles: Populated<&Tile>,
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mut hands: Populated<&mut Children, Changed<HandTiles>>,
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mut hands: Populated<&mut Children, (With<Player>, Changed<Hand>)>,
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) -> Result {
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for (mut children) in hands {
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children.sort_unstable_by_key(|e| tiles.get(*e).unwrap().suit);
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trace!("sorted a hand")
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for mut hand in hands {
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hand.sort_unstable_by_key(|e| tiles.get(*e).unwrap().suit);
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debug!("sorted: {hand:?}")
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}
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trace!("sort_hands");
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Ok(())
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}
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