simplify game setup

This commit is contained in:
Tao Tien 2026-01-13 00:01:38 -08:00
parent f4c4339204
commit 30d19ed9d9
8 changed files with 145 additions and 171 deletions

View file

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

View file

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

View file

@ -1,11 +1,6 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::{ #[derive(Component, Debug)]
game::wall::{InWall, Wall},
tiles::Tile,
};
#[derive(Component)]
pub struct Player { pub struct Player {
pub name: String, pub name: String,
} }

42
src/game/round.rs Normal file
View file

@ -0,0 +1,42 @@
use bevy::prelude::*;
use crate::tiles::*;
#[derive(Component)]
pub(crate) struct Dice(u8, u8);
#[derive(Resource)]
pub(crate) struct Compass {
pub(crate) prevalent_wind: Wind,
pub(crate) round: u8,
pub(crate) dealer_wind: Wind,
pub(crate) riichi: usize,
pub(crate) honba: usize,
}
impl Default for Compass {
fn default() -> Self {
Self {
prevalent_wind: Wind::Ton,
round: 1,
dealer_wind: Wind::Ton,
riichi: 0,
honba: 0,
}
}
}
#[derive(Resource)]
pub(crate) struct MatchSettings {
pub(crate) starting_points: isize,
pub(crate) player_count: u8,
}
impl Default for MatchSettings {
fn default() -> Self {
Self {
starting_points: 25000,
player_count: 4,
}
}
}

View file

@ -5,22 +5,3 @@ use crate::tiles::Tile;
#[derive(Component)] #[derive(Component)]
pub struct Wall; pub struct Wall;
#[derive(Component)]
#[relationship_target(relationship = InWall, linked_spawn)]
pub struct WallTiles(Vec<Entity>);
#[derive(Component)]
#[relationship(relationship_target = WallTiles)]
pub struct InWall(pub Entity);
pub(crate) fn build_wall(mut commands: Commands, tiles: Query<Entity, With<Tile>>) {
let mut rng = rand::rng();
let mut shuffled = tiles.iter().collect::<Vec<_>>();
shuffled.shuffle(&mut rng);
commands.spawn((Wall, WallTiles(shuffled)));
trace!("build_wall");
}

View file

@ -37,27 +37,29 @@ pub enum Dragon {
pub struct Dora; pub struct Dora;
pub fn init_tiles(mut commands: Commands) { pub fn init_tiles(mut commands: Commands) {
let mut tiles = vec![];
for _ in 0..4 { for _ in 0..4 {
for i in 1..=9 { for i in 1..=9 {
commands.spawn(Tile { tiles.push(Tile {
suit: Suit::Pin(Rank(i)), suit: Suit::Pin(Rank(i)),
}); });
commands.spawn(Tile { tiles.push(Tile {
suit: Suit::Sou(Rank(i)), suit: Suit::Sou(Rank(i)),
}); });
commands.spawn(Tile { tiles.push(Tile {
suit: Suit::Man(Rank(i)), suit: Suit::Man(Rank(i)),
}); });
} }
for i in 0..4 { for i in 0..4 {
commands.spawn(Tile { tiles.push(Tile {
suit: Suit::Wind(Wind::from_repr(i).unwrap()), suit: Suit::Wind(Wind::from_repr(i).unwrap()),
}); });
} }
for i in 0..3 { for i in 0..3 {
commands.spawn(Tile { tiles.push(Tile {
suit: Suit::Dragon(Dragon::from_repr(i).unwrap()), suit: Suit::Dragon(Dragon::from_repr(i).unwrap()),
}); });
} }
} }
commands.spawn_batch(tiles);
} }

View file

@ -6,9 +6,9 @@ use bevy_ratatui::event::KeyMessage;
use ratatui::{text::ToSpan, widgets::Paragraph}; use ratatui::{text::ToSpan, widgets::Paragraph};
use jong::game::GameState; use jong::game::GameState;
use jong::game::wall::InWall; // use jong::game::wall::InWall;
use crate::tui::console::ConsoleState; use crate::tui::{console::ConsoleState, menu::draw_mainmenu, render::ingame::draw_ingame};
mod console; mod console;
mod menu; mod menu;
@ -54,7 +54,7 @@ impl Plugin for RiichiTui {
// console // console
.init_state::<console::ConsoleState>() .init_state::<console::ConsoleState>()
.add_systems(Update, console::draw_console.run_if(in_state(console::ConsoleState::Open))) .add_systems(Update, console::draw_console.after_ignore_deferred(draw_mainmenu).after_ignore_deferred(draw_ingame).run_if(in_state(console::ConsoleState::Open)))
// general setup // general setup
.init_state::<TuiState>() .init_state::<TuiState>()
@ -67,7 +67,7 @@ impl Plugin for RiichiTui {
// gaming // gaming
.init_resource::<render::hand::RenderedHand>() .init_resource::<render::hand::RenderedHand>()
.add_systems(Update, render::ingame::draw_ingame.run_if(in_state(InGame))) .add_systems(Update, render::ingame::draw_ingame.run_if(in_state(InGame)))
.add_systems(Update, render::hand::render_changed_hand.run_if(in_state(InGame).and(in_state(GameState::Play)))) // .add_systems(Update, render::hand::render_changed_hand.run_if(in_state(InGame).and(in_state(GameState::Play))))
// semicolon stopper // semicolon stopper
; ;
@ -119,7 +119,7 @@ pub(crate) fn input_system(
} }
_ => {} _ => {}
}, },
GameState::Score => todo!(), _ => todo!(),
_ => unreachable!("TuiState::InGame but GameState invalid") _ => unreachable!("TuiState::InGame but GameState invalid")
}, },
} }

View file

@ -1,7 +1,7 @@
use bevy::prelude::*; use bevy::prelude::*;
use ratatui::widgets::Paragraph; use ratatui::widgets::Paragraph;
use jong::game::hand::HandTiles; // use jong::game::hand::HandTiles;
use jong::tiles::Tile; use jong::tiles::Tile;
use crate::tui::render::tiles; use crate::tui::render::tiles;
@ -9,24 +9,24 @@ use crate::tui::render::tiles;
#[derive(Resource, Default)] #[derive(Resource, Default)]
pub(crate) struct RenderedHand(pub(crate) Vec<Vec<Paragraph<'static>>>); pub(crate) struct RenderedHand(pub(crate) Vec<Vec<Paragraph<'static>>>);
pub(crate) fn render_changed_hand( // pub(crate) fn render_changed_hand(
hands: Populated<&Children, Changed<HandTiles>>, // hands: Populated<&Children, Changed<HandTiles>>,
tiles: Populated<&Tile>, // tiles: Populated<&Tile>,
mut target: ResMut<RenderedHand>, // mut target: ResMut<RenderedHand>,
) -> Result { // ) -> Result {
let mut rendered = vec![]; // let mut rendered = vec![];
for hand in hands { // for hand in hands {
let tiles = hand // let tiles = hand
.iter() // .iter()
.map(|inhand| tiles.get(inhand).map(tiles::draw_tile).unwrap()) // .map(|inhand| tiles.get(inhand).map(tiles::draw_tile).unwrap())
.collect(); // .collect();
rendered.push(tiles); // rendered.push(tiles);
} // }
target.0 = rendered; // target.0 = rendered;
trace!("render_changed_hand"); // trace!("render_changed_hand");
Ok(()) // Ok(())
} // }