spawn each player and hand

This commit is contained in:
Tao Tien 2026-02-10 01:38:13 -08:00
parent 50fd406dbf
commit f6bd7fd6f7
3 changed files with 79 additions and 75 deletions

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@ -228,6 +228,8 @@ fn view_hand(
// trace!("view_hand"); // trace!("view_hand");
if let Some(view) = stdb.db().view_player_hand().iter().next() { if let Some(view) = stdb.db().view_player_hand().iter().next() {
let mut view = view.tiles.iter().map(Tile::from).collect::<Vec<_>>(); let mut view = view.tiles.iter().map(Tile::from).collect::<Vec<_>>();
// view.sort();
debug!("view: {view:?}");
let tiles = tiles let tiles = tiles
.iter() .iter()

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@ -112,6 +112,7 @@ pub(crate) fn render(
// // trace!("arg!"); // // trace!("arg!");
// } // }
// FIXME we don't care about other players atm
#[allow(clippy::too_many_arguments, clippy::type_complexity)] #[allow(clippy::too_many_arguments, clippy::type_complexity)]
pub(crate) fn render_hands( pub(crate) fn render_hands(
mut commands: Commands, mut commands: Commands,
@ -124,7 +125,7 @@ pub(crate) fn render_hands(
main_player: Single<(&Player, Entity /* , &Wind */), With<MainPlayer>>, main_player: Single<(&Player, Entity /* , &Wind */), With<MainPlayer>>,
curr_player: Single<Entity, With<CurrentPlayer>>, curr_player: Single<Entity, With<CurrentPlayer>>,
players: Query<(&Player, Entity, &Children)>, players: Query<(&Player, Entity, &Children)>,
hands: Query<(&Children, Entity), (With<Hand>, Without<Player>)>, hands: Query<(&Children, Entity), With<Hand>>,
// drawn_tile: Single<Entity, With<Drawn>>, // drawn_tile: Single<Entity, With<Drawn>>,
) -> Result { ) -> Result {
let mut frame = tui.get_frame(); let mut frame = tui.get_frame();
@ -132,10 +133,10 @@ pub(crate) fn render_hands(
for (hand, hand_ent) in hands { for (hand, hand_ent) in hands {
// debug!("{hand:?}"); // debug!("{hand:?}");
let (player, player_ent, _) = players // let (player, player_ent, _) = players
.iter() // .iter()
.find(|(_, e, c)| c.contains(&hand_ent)) // .find(|(_, e, c)| c.contains(&hand_ent))
.unwrap(); // .unwrap();
let hand: Vec<_> = hand let hand: Vec<_> = hand
.iter() .iter()
.map(|entity| -> Result<_> { .map(|entity| -> Result<_> {
@ -147,7 +148,8 @@ pub(crate) fn render_hands(
}) })
.collect::<Result<_>>()?; .collect::<Result<_>>()?;
if player == main_player.0 { let (player, player_ent) = *main_player;
// if player == main_player.0 {
// split main box into thirds // split main box into thirds
let mut this_hand = layouts.this_hand; let mut this_hand = layouts.this_hand;
// let this_drawer = drawn_tile..is_some_and(|dt| dt.0 == player); // let this_drawer = drawn_tile..is_some_and(|dt| dt.0 == player);
@ -214,13 +216,13 @@ pub(crate) fn render_hands(
// frame.render_widget(widget, area); // frame.render_widget(widget, area);
// } // }
// TODO draw melds // TODO draw melds
} else { // } else {
// match mainplayer.1.relate(wind) { // match mainplayer.1.relate(wind) {
// jong::game::round::WindRelation::Shimocha => todo!(), // jong::game::round::WindRelation::Shimocha => todo!(),
// jong::game::round::WindRelation::Toimen => todo!(), // jong::game::round::WindRelation::Toimen => todo!(),
// jong::game::round::WindRelation::Kamicha => todo!(), // jong::game::round::WindRelation::Kamicha => todo!(),
// } // }
} // }
} }
Ok(()) Ok(())