can we call this rewrite 4.5
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2d3993452b
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9 changed files with 128 additions and 120 deletions
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@ -16,7 +16,7 @@ jong-db.path = "../jong-db"
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# bevy
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bevy.workspace = true
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bevy.features = ["default", "dynamic_linking"]
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bevy.features = ["default", "dynamic_linking", "debug"]
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bevy_ratatui.workspace = true
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# spacetimedb
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@ -1,6 +1,7 @@
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use bevy::prelude::*;
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use bevy_spacetimedb::{
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ReadInsertUpdateMessage, ReadStdbConnectedMessage, ReadStdbDisconnectedMessage, StdbPlugin,
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ReadInsertUpdateMessage, ReadStdbConnectedMessage, ReadStdbDisconnectedMessage,
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ReadUpdateMessage, StdbPlugin,
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};
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use jong_db::{
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@ -9,6 +10,7 @@ use jong_db::{
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};
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use jong_db::{add_bot, set_ready};
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use jong_types::*;
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use spacetimedb_sdk::Table;
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pub mod player;
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use crate::riichi::player::*;
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@ -25,10 +27,7 @@ impl Plugin for Riichi {
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.add_table(RemoteTables::player)
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.add_table(RemoteTables::lobby)
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// TODO check bevy_spacetimedb PR status
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.add_view_with_pk(RemoteTables::view_hand, |p| p.id)
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// semicolon stopper
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;
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.add_view_with_pk(RemoteTables::view_hand, |p| p.id);
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let plugins =
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if let Some(token) = creds_store().load().expect("i/o error loading credentials") {
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// FIXME patch plugin so this takes Option?
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@ -40,27 +39,16 @@ impl Plugin for Riichi {
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app.add_plugins(plugins)
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.init_state::<jong_types::states::GameState>()
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.add_sub_state::<jong_types::states::TurnState>()
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// .init_resource::<round::MatchSettings>()
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// .init_resource::<round::Compass>()
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// .add_systems(Startup, tile::init_tiles)
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// .add_systems(Update, hand::sort_hands.run_if(in_state(GameState::Play)))
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// .add_systems(OnEnter(TurnState::Tsumo), round::tsumo)
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// .add_systems(OnEnter(TurnState::Menzen), round::menzen)
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// .add_systems(Update, round::riichi_kan.run_if(in_state(TurnState::RiichiKan)))
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// .add_systems(Update, round::discard.run_if(in_state(TurnState::Discard)))
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// .add_systems(OnEnter(TurnState::RonChiiPonKan), round::notify_callable)
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// .add_systems(Update, round::ron_chi_pon_kan.run_if(in_state(TurnState::RonChiiPonKan)).after(round::notify_callable))
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// .add_systems(OnEnter(TurnState::End), round::end)
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// stdb
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.add_systems(Startup, subscriptions)
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.add_systems(Update, on_connect)
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.add_systems(Update, on_disconnect)
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.add_systems(Update, on_player_insert_update)
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.add_systems(Update, on_lobby_insert_update)
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// .add_systems(OnEnter(GameState::Lobby), join_or_create_lobby)
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// semicolon stopper
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;
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.add_systems(Update, on_player_insert_update)
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.add_systems(
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Update,
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(on_view_hand_update)
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.run_if(in_state(GameState::Play).or(in_state(GameState::Deal))),
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);
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}
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}
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fn on_connect(stdb: SpacetimeDB, mut messages: ReadStdbConnectedMessage, _commands: Commands) {
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@ -102,34 +90,51 @@ fn subscriptions(stdb: SpacetimeDB) {
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// .subscribe_to_all_tables();
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}
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fn on_view_hand_insert_update(
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fn on_view_hand_update(
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stdb: SpacetimeDB,
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mut messages: ReadInsertUpdateMessage<jong_db::PlayerHand>,
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mut messages: ReadUpdateMessage<jong_db::PlayerHand>,
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mut commands: Commands,
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mut hand: Option<Single<&mut Children, With<Hand>>>,
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mut hand: Option<Single<(Entity, &Children), With<Hand>>>,
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drawn: Option<Single<Entity, With<Drawn>>>,
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tiles: Query<&Tile>,
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mut next_turnstate: ResMut<NextState<jong_types::states::TurnState>>,
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) {
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for msg in messages.read() {
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if hand.is_none() {
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let hand_tiles: Vec<_> = msg
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.new
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.hand
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.iter()
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.map(|dbt| commands.spawn((Tile::from(&dbt.tile), TileId(dbt.id))).id())
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.collect();
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commands.spawn(Hand).add_children(&hand_tiles);
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}
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// let mut hand = hand.and_then(|h| Some(*h));
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// match msg.new.turn_state {
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// jong_db::TurnState::None => todo!(),
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// jong_db::TurnState::Tsumo => todo!(),
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// jong_db::TurnState::Menzen => todo!(),
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// jong_db::TurnState::RiichiKan => todo!(),
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// jong_db::TurnState::RonChiiPonKan => todo!(),
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// jong_db::TurnState::End => todo!(),
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// }
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if hand.is_none()
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&& let Some(player_hand) = stdb.db().view_hand().iter().next()
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{
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let hand_tiles: Vec<_> = player_hand
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.hand
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.iter()
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.map(|dbt| commands.spawn((Tile::from(&dbt.tile), TileId(dbt.id))).id())
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.collect();
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let hand_ent = commands.spawn(Hand).add_children(&hand_tiles).id();
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debug!("hand_tiles: {hand_tiles:?}");
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// hand = Some(hand_ent);
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}
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for msg in messages.read() {
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// trace!("new hand: {:?}", msg.new);
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match msg.new.turn_state {
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jong_db::TurnState::None => {
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// TODO do we reconcile hand state here or in ::End?
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}
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jong_db::TurnState::Tsumo => {
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let dbt = msg
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.new
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.working_tile
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.as_ref()
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.expect("entered tsumo without a drawn tile");
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commands.spawn((Drawn, Tile::from(&dbt.tile), TileId(dbt.id)));
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}
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jong_db::TurnState::Menzen => todo!(),
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jong_db::TurnState::RiichiKan => todo!(),
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jong_db::TurnState::RonChiiPonKan => todo!(),
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jong_db::TurnState::End => todo!(),
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}
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next_turnstate.set(msg.new.turn_state.into());
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}
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@ -71,11 +71,11 @@ impl Plugin for TuiPlugin {
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open: true,
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})
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.init_state::<states::TuiState>()
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.add_message::<ConfirmSelect>()
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.configure_sets(
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Update,
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(TuiSet::Input, TuiSet::Layout, TuiSet::Render).chain(),
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)
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.add_message::<ConfirmSelect>()
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.add_systems(
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Update,
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(input::keyboard, input::mouse).in_set(TuiSet::Input),
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@ -85,7 +85,11 @@ impl Plugin for TuiPlugin {
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.add_systems(
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Update,
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(
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(render::render_hand, render::render_pond).run_if(in_state(GameState::Play)),
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(
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render::render_hand,
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render::render_pond,
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)
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.run_if(in_state(GameState::Play)),
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render::render,
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)
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.chain()
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@ -102,7 +106,8 @@ fn discard_tile(
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drawn: Single<(Entity, &TileId), With<Drawn>>,
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tiles: Query<&TileId>,
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) {
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while let Some(message) = selected.read().next() {
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// FIXME why is this not consuming the messages?
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while let Some(message) = selected.read().last() {
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if let Ok(tile_id) = tiles.get(message.0) {
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stdb.reducers().discard_tile(tile_id.0).unwrap();
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commands.entity(drawn.0).remove::<Drawn>();
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@ -41,6 +41,7 @@ pub(crate) fn keyboard(
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match curr_tuistate.get() {
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TuiState::MainMenu => match key {
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KeyCode::Char('p') => {
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// TODO this should be a msg/signal and handle the correct lobby
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stdb.reducers().join_or_create_lobby(0).unwrap();
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next_tuistate.set(TuiState::InGame);
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}
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@ -93,6 +93,21 @@ pub(crate) fn render(
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Ok(())
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}
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pub(crate) fn query_tester(
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mut commands: Commands,
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mut tui: ResMut<RatatuiContext>,
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hovered: Query<Entity, With<Hovered>>,
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layouts: Res<HandLayouts>,
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tiles: Query<&jong_types::Tile>,
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// main_player: Single<(&Player, Entity /* , &Wind */), With<MainPlayer>>,
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hand: Single<(&Children, Entity), With<Hand>>,
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drawn_tile: Option<Single<Entity, With<Drawn>>>,
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) {
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trace!("owo")
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}
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// FIXME we don't care about other players atm
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#[allow(clippy::too_many_arguments, clippy::type_complexity)]
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pub(crate) fn render_hand(
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