partialy draw a tile

wind assignment and turn ordering
This commit is contained in:
Tao Tien 2026-02-13 06:10:09 -08:00
parent b9c653f3a2
commit 63e21713ab
14 changed files with 189 additions and 38 deletions

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use log::{info, trace};
use spacetimedb::{ReducerContext, Table, rand::seq::SliceRandom, reducer};
use crate::tables::{player::player, wall, *};
use jong_types::*;
mod deal;
mod hand;
#[reducer]
pub fn join_or_create_lobby(ctx: &ReducerContext, mut lobby_id: u32) -> Result<(), String> {
let ok_or = ctx
.db
.player()
.identity()
.find(ctx.sender)
.ok_or(format!("cannot find player {}", ctx.sender))?;
let mut player = ok_or;
if lobby_id == 0 {
let lobby = ctx.db.lobby().insert(Lobby {
id: 0,
host_player_id: player.id,
players: vec![PlayerOrBot::Player { id: player.id }],
game_state: GameState::Lobby,
turn_state: TurnState::None,
});
info!("created lobby: {:?}", lobby);
lobby_id = lobby.id;
}
player.lobby_id = lobby_id;
let player = ctx.db.player().identity().update(player);
info!("player {} joined lobby {}", player.id, lobby_id);
Ok(())
}
#[reducer]
pub fn add_bot(ctx: &ReducerContext, lobby_id: u32) -> Result<(), String> {
if lobby_id == 0 {
Err("cannot add a bot without a lobby".into())
} else if let Some(mut lobby) = ctx.db.lobby().id().find(lobby_id)
&& (ctx.db.player().lobby_id().filter(lobby_id).count()
+ ctx.db.bot().lobby_id().filter(lobby_id).count()
< 4)
{
let bot = ctx.db.bot().insert(Bot {
id: 0,
lobby_id,
hand: vec![],
pond: vec![],
});
lobby.players.push(PlayerOrBot::Bot { id: bot.id });
ctx.db.lobby().id().update(lobby);
info!("added bot {} to lobby {}", bot.id, lobby_id);
Ok(())
} else {
Err("lobby doesn't exist".into())
}
}
#[reducer]
pub fn set_ready(ctx: &ReducerContext, ready: bool) {
let mut player = ctx.db.player().identity().find(ctx.sender).unwrap();
player.ready = ready;
ctx.db.player().identity().update(player);
}
#[reducer]
pub fn start_game(ctx: &ReducerContext) {
let player = ctx.db.player().identity().find(ctx.sender).unwrap();
if let Some(mut lobby) = ctx.db.lobby().host_player_id().find(player.id)
&& lobby.players.len() == 4
&& lobby.players.iter().all(|p| match p {
PlayerOrBot::Player { id } => ctx.db.player().id().find(id).is_some_and(|p| p.ready),
PlayerOrBot::Bot { id } => ctx.db.bot().id().find(id).is_some(),
})
{
lobby.game_state = GameState::Setup;
lobby.players.shuffle(&mut ctx.rng());
ctx.db.lobby().id().update(lobby);
}
}

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use log::debug;
use spacetimedb::{ReducerContext, Table, rand::seq::SliceRandom, reducer};
use super::hand::deal_hands;
use crate::tables::*;
use jong_types::*;
#[reducer]
pub fn shuffle_deal(ctx: &ReducerContext, lobby_id: u32) {
debug!("lobby_id: {lobby_id}");
let mut lobby = ctx.db.lobby().id().find(lobby_id).unwrap();
if lobby.game_state == GameState::Setup {
lobby.game_state = GameState::Deal;
lobby = ctx.db.lobby().id().update(lobby);
let tiles = new_shuffled_wall(ctx);
ctx.db.wall().insert(DbWall {
// id: 0,
lobby_id,
tiles,
});
deal_hands(ctx, lobby_id);
lobby.game_state = GameState::Play;
lobby.turn_state = TurnState::Tsumo;
ctx.db.lobby().id().update(lobby);
}
}
pub fn new_shuffled_wall(ctx: &ReducerContext) -> Vec<DbTile> {
let mut rng = ctx.rng();
let mut wall: Vec<_> = tiles()
.into_iter()
.map(|tile| ctx.db.tile().insert(DbTile { id: 0, tile }))
.collect();
wall.shuffle(&mut rng);
wall
}

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use spacetimedb::{ReducerContext, Table, ViewContext, reducer, view};
use crate::tables::{player::player, *};
use jong_types::*;
pub fn deal_hands(ctx: &ReducerContext, lobby_id: u32) {
let players = ctx.db.player().lobby_id().filter(lobby_id);
let bots = ctx.db.bot().lobby_id().filter(lobby_id);
let mut wall = ctx.db.wall().lobby_id().find(lobby_id).unwrap();
// FIXME rectify deal orders
for mut player in 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);
player.hand = tiles;
ctx.db.player().id().update(player);
}
for mut bot in bots {
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);
bot.hand = tiles;
ctx.db.bot().id().update(bot);
}
}
#[reducer]
pub fn draw_tile(ctx: &ReducerContext) {
let mut player = ctx.db.player().identity().find(ctx.sender).unwrap();
let mut wall = ctx.db.wall().lobby_id().find(player.lobby_id).unwrap();
// TODO if no more tiles, exhaust somehow
player.drawn_tile = wall.tiles.pop();
ctx.db.wall().lobby_id().update(wall);
ctx.db.player().id().update(player);
}
// #[view(name = view_player_hand, public)]
// pub fn view_player_hand(ctx: &ViewContext) -> Option<Hand> {
// ctx.db
// .player()
// .identity()
// .find(ctx.sender)
// .map(|p| ctx.db.hand().id().find(p.hand_id))?
// }
// #[reducer]
// pub fn sort_hand(ctx: &ReducerContext) {
// todo!()
// }