can we call this rewrite 4.5
This commit is contained in:
parent
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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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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};
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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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@ -1,61 +0,0 @@
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use log::debug;
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use spacetimedb::{ReducerContext, Table, rand::seq::SliceRandom, reducer};
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use crate::tables::*;
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pub fn shuffle_deal(ctx: &ReducerContext, lobby_id: u32) {
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debug!("lobby_id: {lobby_id}");
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let mut lobby = ctx.db.lobby().id().find(lobby_id).unwrap();
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if lobby.game_state == jong_types::states::GameState::Deal {
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let tiles = new_shuffled_wall(ctx);
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ctx.db.wall().insert(DbWall {
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// id: 0,
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lobby_id,
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tiles,
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});
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deal_hands(ctx, lobby_id);
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lobby.game_state = jong_types::states::GameState::Play;
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ctx.db.lobby().id().update(lobby);
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}
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}
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pub fn new_shuffled_wall(ctx: &ReducerContext) -> Vec<DbTile> {
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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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.into_iter()
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.map(|tile| ctx.db.tile().insert(DbTile { id: 0, tile }))
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.collect();
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wall.shuffle(&mut rng);
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wall
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}
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pub fn deal_hands(ctx: &ReducerContext, lobby_id: u32) {
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let players = ctx.db.player().lobby_id().filter(lobby_id);
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let bots = ctx.db.bot().lobby_id().filter(lobby_id);
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let mut wall = ctx.db.wall().lobby_id().find(lobby_id).unwrap();
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// FIXME rectify deal orders
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for player in players {
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let mut tiles = wall.tiles.split_off(wall.tiles.len() - 13);
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wall = ctx.db.wall().lobby_id().update(wall);
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tiles.sort_by_key(|t| t.tile);
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ctx.db.player_hand().insert(PlayerHand {
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id: 0,
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player_id: player.id,
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turn_state: jong_types::TurnState::None,
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pond: vec![],
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hand: tiles,
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working_tile: None,
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});
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}
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for mut bot in bots {
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let mut tiles = wall.tiles.split_off(wall.tiles.len() - 13);
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wall = ctx.db.wall().lobby_id().update(wall);
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tiles.sort_by_key(|t| t.tile);
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bot.hand = tiles;
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ctx.db.bot().id().update(bot);
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}
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}
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@ -11,6 +11,7 @@ pub fn discard_tile(ctx: &ReducerContext, tile_id: u32) -> Result<(), String> {
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let player = ctx.db.player().identity().find(ctx.sender).unwrap();
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let mut hand = ctx.db.player_hand().player_id().find(player.id).unwrap();
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// TODO we can probably remove a buncha these errors
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let dealt_tile = if let Some(dealt) = ctx.db.tile().id().find(tile_id) {
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if let Some(drawn) = hand.working_tile {
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if drawn.id == dealt.id {
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@ -49,6 +50,10 @@ pub fn discard_tile(ctx: &ReducerContext, tile_id: u32) -> Result<(), String> {
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ctx.db.player_hand().id().update(hand);
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let mut lobby = ctx.db.lobby().id().find(player.lobby_id).unwrap();
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lobby.next_player();
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ctx.db.lobby().id().update(lobby);
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debug!("player {} discarded tile {:?}", player.id, dealt_tile.tile);
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Ok(())
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@ -14,7 +14,7 @@ pub fn join_or_create_lobby(ctx: &ReducerContext, mut lobby_id: u32) -> Result<(
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.find(ctx.sender)
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.ok_or(format!("cannot find player {}", ctx.sender))?;
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if lobby_id == 0 {
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if lobby_id == 0 && player.lobby_id == 0 {
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// TODO check first if player is already in a lobby
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let lobby = ctx.db.lobby().insert(Lobby {
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@ -27,9 +27,16 @@ pub fn join_or_create_lobby(ctx: &ReducerContext, mut lobby_id: u32) -> Result<(
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info!("created lobby: {}", lobby.id);
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lobby_id = lobby.id;
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}
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player.lobby_id = lobby_id;
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} else {
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let lobby = ctx
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.db
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.lobby()
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.id()
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.find(player.lobby_id)
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.ok_or(format!("can't find lobby {}", player.lobby_id))?;
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lobby_id = lobby.id;
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}
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let player = ctx.db.player().identity().update(player);
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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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// let mut hand = hand.and_then(|h| Some(*h));
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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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commands.spawn(Hand).add_children(&hand_tiles);
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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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// 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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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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|
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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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|
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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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -93,6 +93,21 @@ pub(crate) fn render(
|
|||
Ok(())
|
||||
}
|
||||
|
||||
pub(crate) fn query_tester(
|
||||
mut commands: Commands,
|
||||
mut tui: ResMut<RatatuiContext>,
|
||||
|
||||
hovered: Query<Entity, With<Hovered>>,
|
||||
layouts: Res<HandLayouts>,
|
||||
|
||||
tiles: Query<&jong_types::Tile>,
|
||||
// main_player: Single<(&Player, Entity /* , &Wind */), With<MainPlayer>>,
|
||||
hand: Single<(&Children, Entity), With<Hand>>,
|
||||
drawn_tile: Option<Single<Entity, With<Drawn>>>,
|
||||
) {
|
||||
trace!("owo")
|
||||
}
|
||||
|
||||
// FIXME we don't care about other players atm
|
||||
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
|
||||
pub(crate) fn render_hand(
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue