state advancer reducer
This commit is contained in:
parent
c12667938e
commit
e2c9c815ec
44 changed files with 2063 additions and 773 deletions
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@ -1,15 +1,9 @@
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use log::debug;
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use spacetimedb::{ReducerContext, Table, reducer};
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use jong_types::TurnState;
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use crate::tables::*;
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mod reducers {
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mod deal;
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mod hand;
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mod lobby;
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}
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mod reducers;
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mod tables;
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#[reducer]
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@ -32,27 +26,40 @@ pub fn clear_all(ctx: &ReducerContext) {
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}
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#[reducer(client_connected)]
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pub fn login_or_add_player(ctx: &ReducerContext) {
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let identity = ctx.sender;
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// TODO remove player on disconnect
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if let Ok(player) = ctx.db.player().try_insert(Player {
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identity,
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id: 0,
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name: None,
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lobby_id: 0,
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ready: false,
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sort: true,
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hand: vec![],
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pond: vec![],
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drawn_tile: None,
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turn_state: TurnState::None,
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}) {
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debug!("added player: {:?}", player);
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pub fn connect(ctx: &ReducerContext) -> Result<(), String> {
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let player = if let Some(player) = ctx.db.logged_out_player().identity().find(ctx.sender) {
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let player = ctx.db.player().insert(player);
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ctx.db.logged_out_player().identity().delete(ctx.sender);
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player
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} else {
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let player = ctx.db.player().identity().find(identity).unwrap();
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debug!("player {:?} has reconnected", player)
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}
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ctx.db.player().try_insert(Player {
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identity: ctx.sender,
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id: 0,
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name: None,
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lobby_id: 0,
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ready: false,
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sort: true,
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})?
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};
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debug!("player connected: {:?}", player);
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Ok(())
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}
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#[reducer(client_disconnected)]
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pub fn disconnect(ctx: &ReducerContext) -> Result<(), String> {
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let player = ctx
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.db
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.player()
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.identity()
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.find(ctx.sender)
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.ok_or_else(|| format!("can't find player {}", ctx.sender))?;
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ctx.db.logged_out_player().insert(player);
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ctx.db.player().identity().delete(ctx.sender);
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Ok(())
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}
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// #[reducer(init)]
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@ -65,11 +72,6 @@ pub fn login_or_add_player(ctx: &ReducerContext) {
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// // Called everytime a new client connects
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// }
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// #[reducer(client_disconnected)]
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// pub fn identity_disconnected(_ctx: &ReducerContext) {
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// // Called everytime a client disconnects
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// }
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// #[reducer]
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// pub fn add(ctx: &ReducerContext, name: String) {
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// ctx.db.player().insert(Player { name });
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118
jong-line/src/reducers.rs
Normal file
118
jong-line/src/reducers.rs
Normal file
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@ -0,0 +1,118 @@
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use std::time::Duration;
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use spacetimedb::{ReducerContext, ScheduleAt::Interval, reducer};
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use jong_types::{GameState, TurnState};
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use crate::{
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reducers::deal::shuffle_deal,
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tables::{
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GameTimer, PlayerClock, PlayerOrBot, bot, game_timer, lobby as _, player_clock,
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player_hand, 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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#[reducer]
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pub fn advance_game(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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// TODO this, or allow player/debug to call this?
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if !ctx.sender_auth().is_internal() {
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return Err("This reducer can only be called by the scheduler".to_string());
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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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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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lobby.game_state = GameState::Deal;
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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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shuffle_deal(ctx, lobby.id);
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}
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GameState::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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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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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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hand.working_tile = Some(tile);
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hand.turn_state = TurnState::Tsumo;
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ctx.db.wall().lobby_id().update(wall);
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ctx.db.player_hand().id().update(hand);
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} else {
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// TODO out of tiles
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todo!()
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}
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}
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TurnState::Tsumo => {
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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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// TODO auto-discard
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}
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}
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TurnState::Menzen => {}
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TurnState::RiichiKan => {}
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TurnState::RonChiiPonKan => {}
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TurnState::End => {}
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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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}
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}
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}
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GameState::Exit => {
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ctx.db.game_timer().id().delete(game_timer.id);
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ctx.db.lobby().id().delete(lobby.id);
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// TODO reset all player lobbies, delete bots, etc?
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// is there a way to do this automatically, or rely on elsewhere's checks clearing the state?
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return Ok(());
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}
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// TODO handle stale lobbies
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// TODO should this delete the timer?
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_ => Err(format!("lobby {} in impossible state", lobby.id))?,
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}
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ctx.db.game_timer().id().update(game_timer);
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} else {
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ctx.db.game_timer().id().delete(game_timer.id);
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Err(format!(
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"ran schedule {} for empty lobby {}",
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game_timer.id, game_timer.lobby_id
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))?;
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}
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Ok(())
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}
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impl PlayerClock {
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fn tick(&mut self) -> bool {
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if self.renewable > 0 {
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self.renewable -= 1;
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true
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} else if self.total > 0 {
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self.total -= 1;
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true
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} else {
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false
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}
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}
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fn renew(&mut self) {
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self.renewable = 5;
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}
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}
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@ -1,18 +1,13 @@
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use log::debug;
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use spacetimedb::{ReducerContext, Table, rand::seq::SliceRandom, reducer};
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use super::hand::deal_hands;
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use crate::tables::*;
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#[reducer]
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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::Setup {
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lobby.game_state = jong_types::states::GameState::Deal;
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lobby = ctx.db.lobby().id().update(lobby);
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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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@ -24,7 +19,6 @@ pub fn shuffle_deal(ctx: &ReducerContext, lobby_id: u32) {
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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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lobby.turn_state = jong_types::states::TurnState::Tsumo;
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ctx.db.lobby().id().update(lobby);
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}
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}
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@ -39,3 +33,32 @@ pub fn new_shuffled_wall(ctx: &ReducerContext) -> Vec<DbTile> {
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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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@ -1,66 +1,27 @@
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use log::{debug, trace};
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use spacetimedb::{ReducerContext, reducer};
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use crate::tables::{player::player, *};
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use jong_types::states::TurnState;
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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 mut 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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player.hand = tiles;
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ctx.db.player().id().update(player);
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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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#[reducer]
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pub fn draw_tile(ctx: &ReducerContext) {
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let mut player = ctx.db.player().identity().find(ctx.sender).unwrap();
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let mut wall = ctx.db.wall().lobby_id().find(player.lobby_id).unwrap();
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// TODO if no more tiles, exhaust somehow
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player.drawn_tile = wall.tiles.pop();
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ctx.db.wall().lobby_id().update(wall);
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ctx.db.player().id().update(player);
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}
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use crate::tables::*;
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// TODO make sure this can't be called or just error here?
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#[reducer]
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pub fn discard_tile(ctx: &ReducerContext, tile_id: u32) -> Result<(), String> {
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let mut player = ctx.db.player().identity().find(ctx.sender).unwrap();
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let mut lobby = ctx.db.lobby().id().find(player.lobby_id).unwrap();
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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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let dealt_tile = if let Some(dealt) = ctx.db.tile().id().find(tile_id) {
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if let Some(drawn) = player.drawn_tile {
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if let Some(drawn) = hand.working_tile {
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if drawn.id == dealt.id {
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// dealt from drawn tile
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dealt
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} else if let Some((i, _)) = player
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.hand
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.iter()
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.enumerate()
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.find(|(_, t)| t.id == tile_id)
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} else if let Some((i, _)) = hand.hand.iter().enumerate().find(|(_, t)| t.id == tile_id)
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{
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// dealt from hand
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let dealt = player.hand.remove(i);
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player.hand.push(drawn);
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player.hand.sort_by_key(|t| t.tile);
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let dealt = hand.hand.remove(i);
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hand.hand.push(drawn);
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hand.hand.sort_by_key(|t| t.tile);
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dealt
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} else {
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@ -82,54 +43,53 @@ pub fn discard_tile(ctx: &ReducerContext, tile_id: u32) -> Result<(), String> {
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));
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};
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player.pond.push(dealt_tile);
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player.drawn_tile = None;
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lobby.turn_state = TurnState::RonChiiPonKan;
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hand.pond.push(dealt_tile);
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hand.working_tile = None;
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hand.turn_state = TurnState::None;
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let player = ctx.db.player().id().update(player);
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ctx.db.lobby().id().update(lobby);
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ctx.db.player_hand().id().update(hand);
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debug!("player {} discarded tile {:?}", player.id, dealt_tile.tile);
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Ok(())
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}
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#[reducer]
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pub fn skip_call(ctx: &ReducerContext) {
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trace!("skip_call");
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// #[reducer]
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// pub fn skip_call(ctx: &ReducerContext) {
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// trace!("skip_call");
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let player = ctx.db.player().identity().find(ctx.sender).unwrap();
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let mut lobby = ctx.db.lobby().id().find(player.lobby_id).unwrap();
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// let player = ctx.db.player().identity().find(ctx.sender).unwrap();
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// let mut lobby = ctx.db.lobby().id().find(player.lobby_id).unwrap();
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lobby.turn_state = TurnState::Tsumo;
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lobby.current_idx += 1;
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if lobby.current_idx >= 3 {
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lobby.current_idx = 0;
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}
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// lobby.turn_state = TurnState::Tsumo;
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// lobby.current_idx += 1;
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// if lobby.current_idx >= 3 {
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// lobby.current_idx = 0;
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// }
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// FIXME where better can this go
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bot_moves(ctx, &mut lobby);
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// // FIXME where better can this go
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// bot_moves(ctx, &mut lobby);
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ctx.db.player().id().update(player);
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ctx.db.lobby().id().update(lobby);
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}
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// ctx.db.player().id().update(player);
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// ctx.db.lobby().id().update(lobby);
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// }
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fn bot_moves(ctx: &ReducerContext, lobby: &mut Lobby) {
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let mut wall = ctx.db.wall().lobby_id().find(lobby.id).unwrap();
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if let Some(PlayerOrBot::Bot { id }) = lobby.players.get(lobby.current_idx as usize + 1) {
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let mut bot = ctx.db.bot().id().find(id).unwrap();
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bot.pond.push(wall.tiles.pop().unwrap());
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ctx.db.bot().id().update(bot);
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lobby.turn_state = TurnState::RonChiiPonKan;
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} else {
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lobby.turn_state = TurnState::Tsumo;
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}
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// fn bot_moves(ctx: &ReducerContext, lobby: &mut Lobby) {
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// let mut wall = ctx.db.wall().lobby_id().find(lobby.id).unwrap();
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// if let Some(PlayerOrBot::Bot { id }) = lobby.players.get(lobby.current_idx as usize + 1) {
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// let mut bot = ctx.db.bot().id().find(id).unwrap();
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// bot.pond.push(wall.tiles.pop().unwrap());
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// ctx.db.bot().id().update(bot);
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// lobby.turn_state = TurnState::RonChiiPonKan;
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// } else {
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// lobby.turn_state = TurnState::Tsumo;
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// }
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lobby.current_idx += 1;
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if lobby.current_idx >= 3 {
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lobby.current_idx = 0;
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}
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}
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// lobby.current_idx += 1;
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// if lobby.current_idx >= 3 {
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// lobby.current_idx = 0;
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// }
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// }
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// #[view(name = view_player_hand, public)]
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// pub fn view_player_hand(ctx: &ViewContext) -> Option<Hand> {
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@ -1,3 +1,5 @@
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use std::time::Duration;
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use log::info;
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use spacetimedb::{ReducerContext, Table, rand::seq::SliceRandom, reducer};
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@ -5,18 +7,16 @@ use crate::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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let ok_or = ctx
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let mut player = ctx
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.db
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.player()
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.identity()
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.find(ctx.sender)
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.ok_or(format!("cannot find player {}", ctx.sender))?;
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let mut player = ok_or;
|
||||
|
||||
if lobby_id == 0 {
|
||||
let lobby = ctx.db.lobby().insert(Lobby {
|
||||
id: 0,
|
||||
host_player_id: player.id,
|
||||
players: vec![PlayerOrBot::Player { id: player.id }],
|
||||
game_state: jong_types::states::GameState::Lobby,
|
||||
dealer_idx: 0,
|
||||
|
|
@ -49,7 +49,8 @@ pub fn add_bot(ctx: &ReducerContext, lobby_id: u32) -> Result<(), String> {
|
|||
lobby_id,
|
||||
hand: vec![],
|
||||
pond: vec![],
|
||||
drawn_tile: None,
|
||||
working_tile: None,
|
||||
turn_state: jong_types::TurnState::None,
|
||||
});
|
||||
lobby.players.push(PlayerOrBot::Bot { id: bot.id });
|
||||
ctx.db.lobby().id().update(lobby);
|
||||
|
|
@ -61,29 +62,33 @@ pub fn add_bot(ctx: &ReducerContext, lobby_id: u32) -> Result<(), String> {
|
|||
}
|
||||
|
||||
#[reducer]
|
||||
pub fn set_ready(ctx: &ReducerContext, ready: bool) {
|
||||
pub fn set_ready(ctx: &ReducerContext, ready: bool) -> Result<(), String> {
|
||||
let mut player = ctx.db.player().identity().find(ctx.sender).unwrap();
|
||||
player.ready = ready;
|
||||
player = ctx.db.player().identity().update(player);
|
||||
|
||||
ctx.db.player().identity().update(player);
|
||||
}
|
||||
|
||||
#[reducer]
|
||||
pub fn start_game(ctx: &ReducerContext) {
|
||||
let player = ctx.db.player().identity().find(ctx.sender).unwrap();
|
||||
if let Some(mut lobby) = ctx.db.lobby().host_player_id().find(player.id)
|
||||
if let Some(mut lobby) = ctx.db.lobby().id().find(player.lobby_id)
|
||||
&& lobby.players.len() == 4
|
||||
&& lobby.players.iter().all(|p| match p {
|
||||
PlayerOrBot::Player { id } => ctx.db.player().id().find(id).is_some_and(|p| p.ready),
|
||||
PlayerOrBot::Bot { id } => ctx.db.bot().id().find(id).is_some(),
|
||||
})
|
||||
&& ctx.db.player().lobby_id().filter(lobby.id).all(|p| p.ready)
|
||||
{
|
||||
lobby.game_state = jong_types::states::GameState::Setup;
|
||||
lobby.players.shuffle(&mut ctx.rng());
|
||||
lobby.dealer_idx += 1;
|
||||
if lobby.dealer_idx > 3 {
|
||||
lobby.dealer_idx = 0;
|
||||
}
|
||||
ctx.db.lobby().id().update(lobby);
|
||||
let lobby = ctx.db.lobby().id().update(lobby);
|
||||
|
||||
// TODO should we schedule this outside so that we can clear out stale lobbies?
|
||||
ctx.db.game_timer().insert(GameTimer {
|
||||
id: 0,
|
||||
lobby_id: lobby.id,
|
||||
scheduled_at: spacetimedb::ScheduleAt::Interval(Duration::from_secs(1).into()),
|
||||
});
|
||||
} else {
|
||||
// if lobby doesn't exist, reset player state
|
||||
player.lobby_id = 0;
|
||||
player.ready = false;
|
||||
player = ctx.db.player().identity().update(player);
|
||||
|
||||
return Err(format!("couldn't find lobby with id: {}", player.lobby_id));
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,3 +1,5 @@
|
|||
use std::time::Instant;
|
||||
|
||||
use spacetimedb::{SpacetimeType, table};
|
||||
|
||||
use jong_types::{
|
||||
|
|
@ -5,6 +7,8 @@ use jong_types::{
|
|||
tiles::Tile,
|
||||
};
|
||||
|
||||
use crate::reducers::advance_game;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
#[table(name = lobby, public)]
|
||||
pub struct Lobby {
|
||||
|
|
@ -12,8 +16,6 @@ pub struct Lobby {
|
|||
#[auto_inc]
|
||||
pub id: u32,
|
||||
|
||||
#[unique]
|
||||
pub host_player_id: u32,
|
||||
pub players: Vec<PlayerOrBot>,
|
||||
pub dealer_idx: u8,
|
||||
pub current_idx: u8,
|
||||
|
|
@ -45,41 +47,55 @@ pub enum PlayerOrBot {
|
|||
Bot { id: u32 },
|
||||
}
|
||||
|
||||
#[table(name = advance_state_timer)]
|
||||
pub struct AdvanceStateTimer {
|
||||
#[primary_key]
|
||||
#[auto_inc]
|
||||
scheduled_id: u64,
|
||||
scheduled_at: spacetimedb::ScheduleAt,
|
||||
|
||||
lobby_id: u32,
|
||||
}
|
||||
|
||||
// FIXME this shant be public, use views
|
||||
#[table(name = player, public)]
|
||||
#[table(name = logged_out_player)]
|
||||
#[derive(Debug)]
|
||||
pub struct Player {
|
||||
#[primary_key]
|
||||
pub identity: spacetimedb::Identity,
|
||||
|
||||
#[unique]
|
||||
#[auto_inc]
|
||||
pub id: u32,
|
||||
|
||||
#[primary_key]
|
||||
pub identity: spacetimedb::Identity,
|
||||
|
||||
pub name: Option<String>,
|
||||
|
||||
#[index(btree)]
|
||||
pub lobby_id: u32,
|
||||
pub ready: bool,
|
||||
|
||||
pub sort: bool,
|
||||
}
|
||||
|
||||
#[table(name = player_clock, public)]
|
||||
pub struct PlayerClock {
|
||||
#[primary_key]
|
||||
pub id: u32,
|
||||
|
||||
#[unique]
|
||||
pub player_id: u32,
|
||||
|
||||
pub renewable: u16,
|
||||
pub total: u16,
|
||||
}
|
||||
|
||||
#[table(name = player_hand)]
|
||||
pub struct PlayerHand {
|
||||
#[primary_key]
|
||||
#[auto_inc]
|
||||
pub id: u32,
|
||||
|
||||
#[unique]
|
||||
pub player_id: u32,
|
||||
|
||||
pub turn_state: TurnState,
|
||||
|
||||
pub sort: bool,
|
||||
|
||||
pub hand: Vec<DbTile>,
|
||||
pub pond: Vec<DbTile>,
|
||||
pub hand: Vec<DbTile>,
|
||||
|
||||
pub drawn_tile: Option<DbTile>,
|
||||
/// drawn or callable tile
|
||||
pub working_tile: Option<DbTile>,
|
||||
}
|
||||
|
||||
#[table(name = bot)]
|
||||
|
|
@ -91,8 +107,22 @@ pub struct Bot {
|
|||
#[index(btree)]
|
||||
pub lobby_id: u32,
|
||||
|
||||
pub turn_state: TurnState,
|
||||
|
||||
pub hand: Vec<DbTile>,
|
||||
pub pond: Vec<DbTile>,
|
||||
|
||||
pub drawn_tile: Option<DbTile>,
|
||||
pub working_tile: Option<DbTile>,
|
||||
}
|
||||
|
||||
#[table(name = game_timer, scheduled(advance_game))]
|
||||
pub struct GameTimer {
|
||||
#[primary_key]
|
||||
#[auto_inc]
|
||||
pub id: u64,
|
||||
|
||||
#[unique]
|
||||
pub lobby_id: u32,
|
||||
|
||||
pub scheduled_at: spacetimedb::ScheduleAt,
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue