all clients trigger ready, then advance gamestate on last ready
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1e6a3ca84b
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d183f5d993
18 changed files with 358 additions and 77 deletions
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@ -10,21 +10,20 @@ 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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lobby.game_state = GameState::Deal;
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let mut lobby = ctx.db.lobby().id().update(lobby);
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if lobby.game_state == GameState::Deal {
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let tiles = new_shuffled_wall(ctx);
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ctx.db.wall().insert(Wall {
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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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let tiles = new_shuffled_wall(ctx);
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ctx.db.wall().insert(Wall {
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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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deal_hands(ctx, lobby_id);
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lobby.game_state = GameState::Play;
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lobby.turn_state = TurnState::Tsumo;
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ctx.db.lobby().id().update(lobby);
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lobby.game_state = GameState::Play;
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lobby.turn_state = TurnState::Tsumo;
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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<Tile> {
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