render main player's hand
This commit is contained in:
parent
30d19ed9d9
commit
314c3299ef
8 changed files with 134 additions and 97 deletions
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@ -1,4 +1,4 @@
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use bevy::prelude::*;
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use bevy::{ecs::relationship::RelationshipSourceCollection, prelude::*};
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use crate::{
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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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@ -18,12 +18,11 @@ pub struct Hand;
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pub(crate) fn sort_hands(
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pub(crate) fn sort_hands(
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tiles: Populated<&Tile>,
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tiles: Populated<&Tile>,
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mut hands: Populated<&mut Children, (With<Player>, Changed<Hand>)>,
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mut hands: Populated<&mut Children, (Changed<Hand>, Without<Player>)>,
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) -> Result {
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) -> Result {
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for mut hand in hands {
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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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hand.sort_unstable_by_key(|e| tiles.get(*e).unwrap().suit);
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debug!("sorted: {hand:?}")
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debug!("sorted: {hand:?}");
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}
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}
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trace!("sort_hands");
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Ok(())
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Ok(())
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}
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}
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@ -42,7 +42,7 @@ impl Plugin for Riichi {
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fn shuffle_deal(
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fn shuffle_deal(
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mut commands: Commands,
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mut commands: Commands,
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tiles: Query<Entity, With<Tile>>,
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tiles: Populated<Entity, With<Tile>>,
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players: Populated<Entity, With<Player>>,
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players: Populated<Entity, With<Player>>,
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wall_ent: Single<Entity, With<Wall>>,
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wall_ent: Single<Entity, With<Wall>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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@ -50,18 +50,27 @@ fn shuffle_deal(
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use rand::seq::SliceRandom;
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use rand::seq::SliceRandom;
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let mut rng = rand::rng();
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let mut rng = rand::rng();
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let mut wall: Vec<_> = tiles.iter().collect();
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let mut walltiles: Vec<_> = tiles.iter().collect();
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wall.shuffle(&mut rng);
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walltiles.shuffle(&mut rng);
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commands.get_entity(*wall_ent)?.replace_children(&wall);
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// commands.get_entity(*wall_ent)?.replace_children(&walltiles);
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for player_ent in players {
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for player_ent in players {
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let handtiles = wall.split_off(13);
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let handtiles = walltiles.split_off(walltiles.len() - 13);
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commands.get_entity(*wall_ent)?.remove_children(&handtiles);
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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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let hand_ent = commands.spawn(Hand).add_children(&handtiles).id();
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debug!("hand_ent: {hand_ent:?}");
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commands
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.get_entity(player_ent)?
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.replace_children(&[hand_ent]);
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debug!("dealt to player_ent {player_ent:?}");
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}
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}
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commands.get_entity(*wall_ent)?.replace_children(&walltiles);
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next_gamestate.set(GameState::Play);
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next_gamestate.set(GameState::Play);
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Ok(())
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Ok(())
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}
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}
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@ -1,6 +1,6 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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#[derive(Component, Debug)]
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#[derive(Component, Debug, PartialEq)]
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pub struct Player {
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pub struct Player {
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pub name: String,
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pub name: String,
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}
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}
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79
src/tui/input.rs
Normal file
79
src/tui/input.rs
Normal file
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@ -0,0 +1,79 @@
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use bevy::prelude::*;
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use bevy_ratatui::event::{KeyMessage, MouseMessage};
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use jong::game::GameState;
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use crate::tui::{TuiState, console::ConsoleState};
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#[allow(clippy::too_many_arguments)]
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pub(crate) fn kb_input_system(
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mut kb_messages: MessageReader<KeyMessage>,
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curr_tuistate: Res<State<TuiState>>,
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curr_consolestate: Res<State<ConsoleState>>,
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curr_gamestate: Res<State<GameState>>,
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mut next_tuistate: ResMut<NextState<TuiState>>,
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mut next_consolestate: ResMut<NextState<ConsoleState>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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mut exit: MessageWriter<AppExit>,
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) {
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use bevy_ratatui::crossterm::event::KeyCode;
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let (ts, cs, gs) = (
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curr_tuistate.get(),
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curr_consolestate.get(),
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curr_gamestate.get(),
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);
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for message in kb_messages.read() {
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if let KeyCode::Char('`') = message.code {
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next_consolestate.set(!*curr_consolestate.get());
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continue;
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}
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if *cs == ConsoleState::Open {
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let mut passthrough = false;
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match message.code {
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KeyCode::Up => todo!(),
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KeyCode::Down => todo!(),
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KeyCode::Home => todo!(),
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KeyCode::End => todo!(),
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KeyCode::PageUp => todo!(),
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KeyCode::PageDown => todo!(),
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KeyCode::Esc => next_consolestate.set(ConsoleState::Closed),
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_ => passthrough = true,
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}
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if !passthrough {
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continue;
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}
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}
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match ts {
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TuiState::MainMenu => match message.code {
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KeyCode::Char('p') => {
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next_tuistate.set(TuiState::InGame);
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next_gamestate.set(GameState::Setup);
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}
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KeyCode::Char('q') => {
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exit.write_default();
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}
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_ => {}
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},
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TuiState::InGame => match gs {
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GameState::Setup => match message.code {
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_ => {}
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},
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GameState::Play => match message.code {
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KeyCode::Char('q') => {
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exit.write_default();
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}
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_ => {}
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},
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_ => todo!(),
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_ => unreachable!("TuiState::InGame but GameState invalid"),
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},
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}
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}
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}
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use crate::tui::TuiState;
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use crate::tui::TuiState;
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const MAINMENU_OPTIONS: [&str; 2] = ["(p)lay", "(q)uit"];
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const MAINMENU_OPTIONS: [&str; 2] = ["(p)lay", "(q)uit"];
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// const MAINMENU_INPUTS: [char;2] = ['p', 'q'];
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pub(crate) fn draw_mainmenu(
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pub(crate) fn draw_mainmenu(mut tui_ctx: ResMut<RatatuiContext>) {
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mut tui_ctx: ResMut<RatatuiContext>,
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// mut tui_state: ResMut<NextState<TuiState>>,
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// mut game_state: ResMut<NextState<GameState>>,
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) {
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let options = MAINMENU_OPTIONS;
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let options = MAINMENU_OPTIONS;
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let layout = Layout::vertical(vec![Constraint::Min(1); options.len()]);
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let layout = Layout::vertical(vec![Constraint::Min(1); options.len()]);
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@ -2,7 +2,6 @@ use std::time::Duration;
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use bevy::{app::ScheduleRunnerPlugin, prelude::*, state::app::StatesPlugin};
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use bevy::{app::ScheduleRunnerPlugin, prelude::*, state::app::StatesPlugin};
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use bevy_ratatui::RatatuiPlugins;
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use bevy_ratatui::RatatuiPlugins;
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use bevy_ratatui::event::KeyMessage;
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use ratatui::{text::ToSpan, widgets::Paragraph};
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use ratatui::{text::ToSpan, widgets::Paragraph};
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use jong::game::GameState;
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use jong::game::GameState;
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mod console;
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mod console;
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mod menu;
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mod menu;
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mod render;
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mod render;
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mod input;
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default)]
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default)]
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pub(crate) enum TuiState {
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pub(crate) enum TuiState {
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// general setup
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// general setup
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.init_state::<TuiState>()
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.init_state::<TuiState>()
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.add_computed_state::<InGame>()
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.add_computed_state::<InGame>()
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.add_systems(Update, input_system)
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.add_systems(Update, input::kb_input_system)
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// main menu
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// main menu
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.add_systems(Update, menu::draw_mainmenu.run_if(in_state(TuiState::MainMenu)))
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.add_systems(Update, menu::draw_mainmenu.run_if(in_state(TuiState::MainMenu)))
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// gaming
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// gaming
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.init_resource::<render::hand::RenderedHand>()
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.init_resource::<render::hand::RenderedHand>()
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.add_systems(Update, render::ingame::draw_ingame.run_if(in_state(InGame)))
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.add_systems(Update, render::ingame::draw_ingame.run_if(in_state(InGame)))
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// .add_systems(Update, render::hand::render_changed_hand.run_if(in_state(InGame).and(in_state(GameState::Play))))
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.add_systems(Update, render::hand::render_hand.run_if(in_state(InGame).and(in_state(GameState::Play))))
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// semicolon stopper
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// semicolon stopper
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;
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;
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}
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}
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub(crate) fn input_system(
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mut messages: MessageReader<KeyMessage>,
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curr_tuistate: Res<State<TuiState>>,
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curr_consolestate: Res<State<ConsoleState>>,
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curr_gamestate: Res<State<GameState>>,
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mut next_tuistate: ResMut<NextState<TuiState>>,
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mut next_consolestate: ResMut<NextState<ConsoleState>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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mut exit: MessageWriter<AppExit>,
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) {
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use bevy_ratatui::crossterm::event::KeyCode;
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let (ts, cs, gs) = (curr_tuistate.get(), curr_consolestate.get(), curr_gamestate.get());
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for message in messages.read() {
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if let KeyCode::Char('`') = message.code {
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next_consolestate.set(!*curr_consolestate.get());
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continue
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}
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match ts {
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TuiState::MainMenu => match message.code {
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KeyCode::Char('p') => {
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next_tuistate.set(TuiState::InGame);
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next_gamestate.set(GameState::Setup);
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}
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KeyCode::Char('q') => {
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exit.write_default();
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}
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_ => {}
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},
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TuiState::InGame => match gs {
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GameState::Setup => match message.code {
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_ => {}
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},
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GameState::Play => match message.code {
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KeyCode::Char('q') => {
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exit.write_default();
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}
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_ => {}
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},
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_ => todo!(),
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_ => unreachable!("TuiState::InGame but GameState invalid")
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},
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}
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}
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}
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@ -1,32 +1,35 @@
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use bevy::prelude::*;
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use bevy::{platform::collections::HashMap, prelude::*};
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use ratatui::widgets::Paragraph;
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use ratatui::widgets::Paragraph;
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// use jong::game::hand::HandTiles;
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use jong::{
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use jong::tiles::Tile;
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game::{hand::Hand, player::Player},
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tiles::Tile,
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};
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use crate::tui::render::tiles;
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use crate::tui::render::tiles;
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#[derive(Resource, Default)]
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#[derive(Resource, Default)]
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pub(crate) struct RenderedHand(pub(crate) Vec<Vec<Paragraph<'static>>>);
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pub(crate) struct RenderedHand(pub(crate) HashMap<Entity, Vec<Paragraph<'static>>>);
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// pub(crate) fn render_changed_hand(
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pub(crate) fn render_hand(
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// hands: Populated<&Children, Changed<HandTiles>>,
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tiles: Populated<&Tile>,
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// tiles: Populated<&Tile>,
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player_hands: Populated<(Entity, &Children), (With<Player>, Changed<Hand>)>,
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// mut target: ResMut<RenderedHand>,
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hands: Populated<&Children, (Changed<Hand>, Without<Player>)>,
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// ) -> Result {
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mut target: ResMut<RenderedHand>,
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// let mut rendered = vec![];
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) -> Result {
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let mut rendered = HashMap::new();
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// for hand in hands {
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for (player_ent, hand) in player_hands {
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// let tiles = hand
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let hand = hand.iter().next().unwrap();
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// .iter()
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let tiles = hands
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// .map(|inhand| tiles.get(inhand).map(tiles::draw_tile).unwrap())
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.get(hand)?
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// .collect();
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.iter()
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.map(|it| tiles.get(it).map(tiles::draw_tile).unwrap())
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.collect();
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rendered.insert(player_ent, tiles);
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}
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// rendered.push(tiles);
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target.0 = rendered;
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// }
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// target.0 = rendered;
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Ok(())
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}
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// trace!("render_changed_hand");
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// Ok(())
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// }
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@ -1,10 +1,12 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_ratatui::RatatuiContext;
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use bevy_ratatui::RatatuiContext;
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use jong::game::player::{MainPlayer, Player};
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use crate::tui::render::hand;
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use crate::tui::render::hand;
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pub(crate) fn draw_ingame(
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pub(crate) fn draw_ingame(
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rendered_hand: Res<hand::RenderedHand>,
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rendered_hand: Res<hand::RenderedHand>,
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main_player: Single<Entity, (With<Player>, With<MainPlayer>)>,
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mut tui_ctx: ResMut<RatatuiContext>,
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mut tui_ctx: ResMut<RatatuiContext>,
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) -> Result {
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) -> Result {
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use ratatui::layout::Flex;
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use ratatui::layout::Flex;
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@ -17,8 +19,9 @@ pub(crate) fn draw_ingame(
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let mut area = frame.area();
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let mut area = frame.area();
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area.height = 4;
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area.height = 4;
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let areas = layout.areas::<13>(area);
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let areas = layout.areas::<13>(area);
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if let Some(tiles) = rendered_hand.0.first() {
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// if let Some(hand) = rendered_hand.0.get(&*main_player) {
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for (tile, area) in tiles.iter().zip(areas.iter()) {
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if let Some(hand) = rendered_hand.0.get(&*main_player) {
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for (tile, area) in hand.iter().zip(areas.iter()) {
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frame.render_widget(tile, *area);
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frame.render_widget(tile, *area);
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}
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}
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}
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}
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Reference in a new issue