advance_game stuff
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151f7a3489
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6 changed files with 95 additions and 79 deletions
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@ -15,10 +15,77 @@ mod hand;
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mod lobby;
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#[reducer]
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pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(), String> {
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pub fn advance_game(ctx: &ReducerContext) -> Result<(), String> {
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let game_timer = ctx
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.db
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.game_timer()
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.lobby_id()
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.find(
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ctx.db
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.player()
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.identity()
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.find(ctx.sender())
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.ok_or("player not in lobby")?
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.lobby_id,
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)
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.ok_or("no such lobby")?;
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advance_game_private(ctx, game_timer)
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}
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fn shuffle_wall(ctx: &ReducerContext, lobby: &mut Lobby) {
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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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.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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ctx.db.wall().insert(DbWall {
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// id: 0,
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lobby_id: lobby.id,
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tiles,
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});
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lobby.game_state = GameState::Deal;
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}
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fn deal_hands(ctx: &ReducerContext, lobby: &mut Lobby) -> Result<(), String> {
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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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wall = ctx.db.wall().lobby_id().update(wall);
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tiles.sort_by_key(|t| t.tile);
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match pob {
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PlayerOrBot::Player { id } if let Some(p) = ctx.db.player().id().find(id) => {
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ctx.db.player_hand().insert(PlayerHand {
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id: 0,
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player_id: p.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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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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ctx.db.bot().id().update(b);
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}
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_ => Err("couldn't find player or bot".to_string())?,
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}
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}
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lobby.game_state = jong_types::states::GameState::Play;
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Ok(())
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}
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#[reducer]
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pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(), String> {
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// checks every second (or more? when users make moves) on whether to advance the game's various states
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@ -30,60 +97,19 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
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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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.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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ctx.db.wall().insert(DbWall {
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// id: 0,
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lobby_id: lobby.id,
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tiles,
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});
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lobby.game_state = GameState::Deal;
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// trace!("shuffle wall");
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shuffle_wall(ctx, &mut lobby);
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ctx.db.lobby().id().update(lobby);
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advance_game_private(ctx, game_timer)?;
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return Ok(());
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}
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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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wall = ctx.db.wall().lobby_id().update(wall);
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tiles.sort_by_key(|t| t.tile);
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match pob {
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PlayerOrBot::Player { id }
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if let Some(p) = ctx.db.player().id().find(id) =>
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{
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ctx.db.player_hand().insert(PlayerHand {
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id: 0,
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player_id: p.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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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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ctx.db.bot().id().update(b);
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}
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_ => Err("couldn't find player or bot".to_string())?,
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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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deal_hands(ctx, &mut lobby)?;
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ctx.db.lobby().id().update(lobby);
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advance_game_private(ctx, game_timer)?;
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return Ok(());
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}
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GameState::Play => {
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// trace!("in play");
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@ -5,7 +5,7 @@ use spacetimedb::{ReducerContext, Table, rand::seq::SliceRandom, reducer};
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use jong_types::PlayerOrBot;
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use crate::tables::*;
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use crate::{reducers::advance_game_private, tables::*};
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#[reducer]
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pub fn join_or_create_lobby(ctx: &ReducerContext, mut lobby_id: u32) -> Result<(), String> {
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@ -87,11 +87,13 @@ pub fn set_ready(ctx: &ReducerContext, ready: bool) -> Result<(), String> {
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let lobby = ctx.db.lobby().id().update(lobby);
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// TODO should we schedule this outside so that we can clear out stale lobbies?
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ctx.db.game_timer().insert(GameTimer {
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let game_timer = ctx.db.game_timer().insert(GameTimer {
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id: 0,
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lobby_id: lobby.id,
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scheduled_at: spacetimedb::ScheduleAt::Interval(Duration::from_secs(1).into()),
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});
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advance_game_private(ctx, game_timer)?;
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} else {
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// if lobby doesn't exist, reset player state
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player.lobby_id = 0;
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