turnstates
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8a8a702a08
commit
6e6b792a58
7 changed files with 133 additions and 41 deletions
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@ -1,13 +1,16 @@
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use bevy::{ecs::relationship::RelationshipSourceCollection, 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::{GameState, player::Player, wall::Wall /* wall::WallTiles */},
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tile::Tile,
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tile::Tile,
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};
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};
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#[derive(Component)]
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#[derive(Component)]
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pub struct Hand;
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pub struct Hand;
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#[derive(Component)]
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pub struct Drawn(pub Entity);
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// #[derive(Component, Default)]
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// #[derive(Component, Default)]
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// enum SortHand {
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// enum SortHand {
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// #[default]
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// #[default]
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@ -26,3 +29,38 @@ pub(crate) fn sort_hands(
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}
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}
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Ok(())
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Ok(())
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}
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}
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pub(crate) fn shuffle_deal(
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mut commands: Commands,
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tiles: Populated<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 walltiles: Vec<_> = tiles.iter().collect();
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walltiles.shuffle(&mut rng);
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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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let handtiles = walltiles.split_off(walltiles.len() - 13);
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// commands.get_entity(*wall_ent)?.remove_children(&handtiles);
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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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commands.get_entity(*wall_ent)?.replace_children(&walltiles);
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next_gamestate.set(GameState::Play);
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Ok(())
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}
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@ -1,9 +1,12 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use strum::{EnumCount, FromRepr};
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use crate::{
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use crate::{
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EnumNextCycle,
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game::{
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game::{
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hand::Hand,
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hand::{Drawn, Hand},
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player::{MainPlayer, Player},
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player::{MainPlayer, Player},
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round::{CurrentPlayer, TurnState, Wind},
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wall::Wall,
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wall::Wall,
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},
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},
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tile::{self, *},
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tile::{self, *},
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@ -29,50 +32,45 @@ impl Plugin for Riichi {
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app
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app
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// start stopper
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// start stopper
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.init_state::<GameState>()
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.init_state::<GameState>()
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.add_sub_state::<TurnState>()
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.init_resource::<round::MatchSettings>()
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.init_resource::<round::MatchSettings>()
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.init_resource::<round::Compass>()
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.init_resource::<round::Compass>()
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.add_systems(Startup, tile::init_tiles)
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.add_systems(Startup, tile::init_tiles)
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.add_systems(OnEnter(GameState::Setup), setup)
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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(OnEnter(GameState::Deal), hand::shuffle_deal)
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.add_systems(Update, hand::sort_hands.run_if(in_state(GameState::Play)))
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.add_systems(Update, hand::sort_hands.run_if(in_state(GameState::Play)))
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// .add_systems(Update, turn_manager.run_if(in_state(GameState::Play)))
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.add_systems(OnEnter(TurnState::Tsumo), tsumo)
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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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fn shuffle_deal(
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// struct TurnEvent {
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// pub next: Option<Entity>,
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// pub prev: Option<Entity>,
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// }
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// fn turn_manager() {}
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fn tsumo(
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mut commands: Commands,
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mut commands: Commands,
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tiles: Populated<Entity, With<Tile>>,
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curr_player: Res<CurrentPlayer>,
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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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walltiles: Single<&Children, With<Wall>>,
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) -> Result {
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curr_turnstate: Res<State<TurnState>>,
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use rand::seq::SliceRandom;
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mut next_turnstate: ResMut<NextState<TurnState>>,
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) {
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trace!("tsumo for: {:?}", curr_player.0);
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let mut rng = rand::rng();
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let drawn = walltiles.last().unwrap();
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let mut walltiles: Vec<_> = tiles.iter().collect();
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commands.entity(*wall_ent).remove_child(*drawn);
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walltiles.shuffle(&mut rng);
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commands.entity(curr_player.0).insert(Drawn(*drawn));
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// commands.get_entity(*wall_ent)?.replace_children(&walltiles);
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debug!("wall: {:?}", *walltiles);
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for player_ent in players {
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next_turnstate.set(curr_turnstate.next());
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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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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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commands.get_entity(*wall_ent)?.replace_children(&walltiles);
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next_gamestate.set(GameState::Play);
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Ok(())
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}
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}
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pub(crate) fn setup(
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pub(crate) fn setup(
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@ -88,10 +86,16 @@ pub(crate) fn setup(
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};
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};
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let points = player::Points(matchsettings.starting_points);
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let points = player::Points(matchsettings.starting_points);
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let bundle = (player, points, Hand);
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let bundle = (
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player,
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points,
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Hand,
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Wind::from_repr((i - 1) as usize).unwrap(),
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);
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if i == 1 {
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if i == 1 {
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commands.spawn((bundle, MainPlayer));
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let player = commands.spawn((bundle, MainPlayer)).id();
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commands.insert_resource(CurrentPlayer(player));
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} else {
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} else {
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commands.spawn(bundle);
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commands.spawn(bundle);
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}
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}
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@ -10,3 +10,9 @@ pub struct Points(pub isize);
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#[derive(Component)]
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#[derive(Component)]
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pub struct MainPlayer;
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pub struct MainPlayer;
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#[derive(Component)]
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pub struct Dealer;
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#[derive(Component)]
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pub struct Tsumo(pub Entity);
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@ -1,6 +1,7 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use strum::{EnumCount, FromRepr};
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use crate::tile::*;
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use crate::{EnumNextCycle, game::GameState};
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#[derive(Component)]
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#[derive(Component)]
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pub(crate) struct Dice(u8, u8);
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pub(crate) struct Dice(u8, u8);
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@ -40,3 +41,46 @@ impl Default for MatchSettings {
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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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#[derive(Component, Clone, Copy, FromRepr, EnumCount)]
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pub enum Wind {
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Ton,
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Nan,
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Shaa,
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Pei,
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}
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impl EnumNextCycle for Wind {
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fn next(&self) -> Self {
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if (*self as usize + 1) >= Self::COUNT {
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Self::from_repr(0).unwrap()
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} else {
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Self::from_repr(*self as usize + 1).unwrap()
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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 CurrentPlayer(pub Entity);
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#[derive(SubStates, Default, Clone, Copy, PartialEq, Eq, Hash, Debug, FromRepr, EnumCount)]
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#[source(GameState = GameState::Play)]
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pub(crate) enum TurnState {
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#[default]
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Tsumo,
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Menzen,
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RiichiKan,
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Discard,
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RonChiiPonKan,
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End,
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}
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impl EnumNextCycle for TurnState {
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fn next(&self) -> Self {
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if (*self as usize + 1) >= Self::COUNT {
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Self::from_repr(0).unwrap()
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} else {
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Self::from_repr(*self as usize + 1).unwrap()
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}
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}
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}
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@ -1,7 +1,7 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use rand::seq::SliceRandom;
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use crate::tile::Tile;
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#[derive(Component)]
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#[derive(Component)]
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pub struct Wall;
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pub struct Wall;
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#[derive(Component)]
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pub struct Dead;
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#![allow(unused)]
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pub mod game;
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pub mod game;
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pub mod tile;
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pub mod tile;
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pub mod yakus;
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pub mod yakus;
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trait EnumNextCycle {
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fn next(&self) -> Self;
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}
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@ -1,5 +1,3 @@
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#![allow(unused)]
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use bevy::{log::LogPlugin, prelude::*};
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use bevy::{log::LogPlugin, prelude::*};
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use clap::{Parser, Subcommand};
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use clap::{Parser, Subcommand};
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use tracing::Level;
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use tracing::Level;
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