can we call this rewrite 4.5
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2d3993452b
commit
a0171b1de6
9 changed files with 128 additions and 120 deletions
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@ -1,20 +1,17 @@
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use std::time::Duration;
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use log::{debug, trace};
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use spacetimedb::{
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ReducerContext, ScheduleAt::Interval, Table as _, rand::seq::SliceRandom, reducer,
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};
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use jong_types::{GameState, TurnState};
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use crate::{
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reducers::deal::{deal_hands, new_shuffled_wall, shuffle_deal},
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tables::{
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DbTile, DbWall, GameTimer, PlayerClock, PlayerHand, PlayerOrBot, bot, game_timer,
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lobby as _, player, player_clock, player_hand, tile as _, wall,
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},
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use crate::tables::{
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DbTile, DbWall, GameTimer, Lobby, PlayerClock, PlayerHand, PlayerOrBot, bot, game_timer,
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lobby as _, player, player_clock, player_hand, tile as _, wall,
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};
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mod deal;
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mod hand;
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mod lobby;
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@ -28,10 +25,12 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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}
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if let Some(mut lobby) = ctx.db.lobby().id().find(game_timer.lobby_id) {
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trace!("running schedule for lobby {}", lobby.id);
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match lobby.game_state {
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GameState::Setup => {
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// TODO reduce interval beforehand so we don't wait a second?
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// TODO keep a count to clear stale lobbies
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trace!("shuffle wall");
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let tiles = {
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let mut rng = ctx.rng();
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let mut wall: Vec<_> = jong_types::tiles::tiles()
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@ -51,6 +50,7 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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GameState::Deal => {
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// TODO reduce interval beforehand so this can animate?
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// TODO change loop to be per interval somehow?
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trace!("deal hands");
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let mut wall = ctx.db.wall().lobby_id().find(lobby.id).unwrap();
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for pob in &lobby.players {
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let mut tiles = wall.tiles.split_off(wall.tiles.len() - 13);
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@ -68,6 +68,12 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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hand: tiles,
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working_tile: None,
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});
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ctx.db.player_clock().insert(PlayerClock {
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id: 0,
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player_id: p.id,
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renewable: 5,
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total: 30,
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});
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}
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PlayerOrBot::Bot { id } if let Some(mut b) = ctx.db.bot().id().find(id) => {
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b.hand = tiles;
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@ -77,16 +83,19 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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}
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}
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lobby.game_state = jong_types::states::GameState::Play;
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trace!("dealt hands");
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}
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GameState::Play => {
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trace!("in play");
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let curr_player = lobby.players.get(lobby.current_idx as usize).unwrap();
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match curr_player {
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PlayerOrBot::Player { id: player_id } => {
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trace!("current player is {player_id}");
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let mut clock = ctx.db.player_clock().player_id().find(player_id).unwrap();
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let mut hand = ctx.db.player_hand().player_id().find(player_id).unwrap();
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match hand.turn_state {
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TurnState::None => {
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// TODO draw tile
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trace!("draw a tile");
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if let Some(mut wall) = ctx.db.wall().lobby_id().find(lobby.id)
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&& let Some(tile) = wall.tiles.pop()
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{
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@ -100,6 +109,7 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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}
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}
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TurnState::Tsumo => {
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trace!("wait for discard");
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if clock.tick() {
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ctx.db.player_clock().id().update(clock);
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} else {
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@ -113,7 +123,18 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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}
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}
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PlayerOrBot::Bot { id: bot_id } => {
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let b = ctx.db.bot().id().find(bot_id).unwrap();
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debug!("current bot is {bot_id}");
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let bot = ctx.db.bot().id().find(bot_id).unwrap();
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match bot.turn_state {
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// TurnState::None => todo!(),
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// TurnState::Tsumo => todo!(),
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// TurnState::Menzen => todo!(),
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// TurnState::RiichiKan => todo!(),
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// TurnState::RonChiiPonKan => todo!(),
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// TurnState::End => todo!(),
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_ => {}
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}
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lobby.next_player();
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}
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}
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}
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@ -160,3 +181,13 @@ impl PlayerClock {
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self.renewable = 5;
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}
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}
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impl Lobby {
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fn next_player(&mut self) {
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if self.current_idx + 1 >= 4 {
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self.current_idx = 0
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} else {
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self.current_idx += 1;
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}
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}
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}
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