simplify game setup
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parent
f4c4339204
commit
30d19ed9d9
8 changed files with 145 additions and 171 deletions
137
src/game/mod.rs
137
src/game/mod.rs
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@ -1,12 +1,17 @@
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use bevy::prelude::*;
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use crate::{
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game::player::MainPlayer,
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game::{
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hand::Hand,
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player::{MainPlayer, Player},
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wall::Wall,
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},
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tiles::{self, *},
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};
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pub mod hand;
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pub mod player;
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pub mod round;
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pub mod wall;
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#[derive(States, Default, Hash, Clone, Eq, Debug, PartialEq, Copy)]
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@ -14,98 +19,76 @@ pub enum GameState {
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#[default]
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None,
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Setup,
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// Deal,
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Deal,
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Play,
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Score,
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}
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pub struct Riichi;
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impl Plugin for Riichi {
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fn build(&self, app: &mut App) {
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app.init_resource::<Compass>()
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.add_systems(Startup, init_match)
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.add_systems(Startup, tiles::init_tiles)
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app
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// start stopper
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.init_state::<GameState>()
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.add_systems(OnEnter(GameState::Setup), (wall::build_wall, hand::deal_hands, setup_done).chain())
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.add_systems(Update, (hand::sort_hands).run_if(in_state(GameState::Play)))
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.init_resource::<round::MatchSettings>()
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.init_resource::<round::Compass>()
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.add_systems(Startup, tiles::init_tiles)
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.add_systems(OnEnter(GameState::Setup), setup)
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.add_systems(OnEnter(GameState::Deal), shuffle_deal)
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.add_systems(Update, hand::sort_hands.run_if(in_state(GameState::Play)))
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// semicolon stopper
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;
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}
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}
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fn setup_done(mut next: ResMut<NextState<GameState>>) {
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next.set(GameState::Play);
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trace!("setup_done");
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fn shuffle_deal(
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mut commands: Commands,
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tiles: Query<Entity, With<Tile>>,
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players: Populated<Entity, With<Player>>,
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wall_ent: Single<Entity, With<Wall>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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) -> Result {
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use rand::seq::SliceRandom;
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let mut rng = rand::rng();
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let mut wall: Vec<_> = tiles.iter().collect();
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wall.shuffle(&mut rng);
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commands.get_entity(*wall_ent)?.replace_children(&wall);
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for player_ent in players {
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let handtiles = wall.split_off(13);
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commands.get_entity(*wall_ent)?.remove_children(&handtiles);
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let hand = commands.spawn(Hand).add_children(&handtiles).id();
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commands.get_entity(player_ent)?.replace_children(&[hand]);
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}
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next_gamestate.set(GameState::Play);
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Ok(())
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}
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#[derive(Component)]
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pub(crate) struct Dice(u8, u8);
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pub(crate) fn setup(
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mut commands: Commands,
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matchsettings: Res<round::MatchSettings>,
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// mut compass: ResMut<Compass>
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tiles: Query<Entity, With<Tile>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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) {
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for i in 1..=matchsettings.player_count {
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let player = player::Player {
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name: format!("Player {}", i),
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};
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let points = player::Points(matchsettings.starting_points);
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#[derive(Resource)]
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pub(crate) struct Compass {
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pub(crate) prevalent_wind: Wind,
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pub(crate) round: u8,
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pub(crate) dealer_wind: Wind,
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pub(crate) riichi: usize,
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pub(crate) honba: usize,
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}
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let bundle = (player, points, Hand);
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impl Default for Compass {
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fn default() -> Self {
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Self {
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prevalent_wind: Wind::Ton,
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round: 1,
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dealer_wind: Wind::Ton,
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riichi: 0,
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honba: 0,
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if i == 1 {
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commands.spawn((bundle, MainPlayer));
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} else {
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commands.spawn(bundle);
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}
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}
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}
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#[derive(Resource)]
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pub(crate) struct MatchSettings {
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pub(crate) starting_points: isize,
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pub(crate) player_count: u8,
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}
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pub(crate) fn next_round(_compass: Res<Compass>) {}
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pub(crate) fn init_match(
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mut commands: Commands,
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// mut compass: ResMut<Compass>
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) {
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let starting = 25000;
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let player_count = 4;
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commands.insert_resource(MatchSettings {
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starting_points: starting,
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player_count,
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});
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let players = (2..=player_count)
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.map(|i| {
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(
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player::Player {
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name: format!("Player {i}"),
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},
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player::Points(starting),
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)
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})
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.collect::<Vec<_>>();
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commands.spawn_batch(players);
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let main_player = (
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player::Player {
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name: format!("Player {}", 1),
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},
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player::Points(starting),
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);
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commands.spawn((main_player, MainPlayer));
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// *compass = Compass {
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// prevalent_wind: Wind::Ton,
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// round: 1,
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// dealer_wind: todo!(),
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// riichi: 0,
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// honba: 0,
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// }
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commands.spawn(Wall);
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next_gamestate.set(GameState::Deal);
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}
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