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f4c4339204
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f4c4339204 | ||
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a6079103a4 |
9 changed files with 124 additions and 98 deletions
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@ -1,6 +1,9 @@
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use bevy::prelude::*;
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use crate::{game::wall::WallTiles, tiles::Tile};
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use crate::{
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game::{player::Player, wall::WallTiles},
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tiles::Tile,
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};
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#[derive(Component)]
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pub struct Hand;
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@ -17,38 +20,39 @@ pub(crate) fn deal_hands(
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mut commands: Commands,
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walltiles: Single<&WallTiles>,
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walltiles_entity: Single<Entity, With<WallTiles>>,
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players: Populated<Entity, With<Player>>,
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) -> Result {
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let hand = walltiles.iter().collect::<Vec<_>>();
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let mut wall = walltiles.iter().collect::<Vec<_>>();
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commands
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.get_entity(*walltiles_entity)?
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.remove_children(hand.last_chunk::<13>().unwrap());
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for player_entity in players {
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let hand = wall.split_off(13);
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commands.spawn((Hand, HandTiles(hand)));
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commands
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.get_entity(*walltiles_entity)?
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.remove_children(&hand);
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let handtiles = commands.spawn((Hand, HandTiles(hand))).id();
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commands
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.get_entity(player_entity)?
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.add_children(&[handtiles]);
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}
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trace!("dealt hands");
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Ok(())
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}
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pub(crate) fn sort_hand(
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#[allow(clippy::type_complexity)]
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pub(crate) fn sort_hands(
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mut commands: Commands,
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tiles: Populated<&Tile>,
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handtiles_entity: Single<Entity, With<HandTiles>>,
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handtiles: Single<&HandTiles, Changed<HandTiles>>,
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mut hands: Populated<&mut Children, Changed<HandTiles>>,
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) -> Result {
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let mut hand: Vec<_> = handtiles
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.iter()
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.map(|e| -> Result<(_, _)> { Ok((tiles.get(e)?, e)) })
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.collect::<Result<_>>()?;
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for (mut children) in hands {
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children.sort_unstable_by_key(|e| tiles.get(*e).unwrap().suit);
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trace!("sorted a hand")
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}
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hand.sort_by_key(|(t, _)| t.suit);
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let hand: Vec<_> = hand.iter().map(|(_, e)| *e).collect();
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commands
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.get_entity(*handtiles_entity)?
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.replace_children(&hand);
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trace!("sort_hand");
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trace!("sort_hands");
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Ok(())
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}
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@ -1,6 +1,9 @@
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use bevy::prelude::*;
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use crate::tiles::{self, *};
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use crate::{
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game::player::MainPlayer,
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tiles::{self, *},
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};
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pub mod hand;
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pub mod player;
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@ -24,7 +27,7 @@ impl Plugin for Riichi {
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.add_systems(Startup, tiles::init_tiles)
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.init_state::<GameState>()
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.add_systems(OnEnter(GameState::Setup), (wall::build_wall, hand::deal_hands, setup_done).chain())
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.add_systems(Update, (hand::sort_hand).run_if(in_state(GameState::Play)))
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.add_systems(Update, (hand::sort_hands).run_if(in_state(GameState::Play)))
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// semicolon stopper
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;
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}
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@ -79,7 +82,7 @@ pub(crate) fn init_match(
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player_count,
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});
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let players = (1..=player_count)
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let players = (2..=player_count)
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.map(|i| {
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(
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player::Player {
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@ -90,6 +93,13 @@ pub(crate) fn init_match(
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})
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.collect::<Vec<_>>();
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commands.spawn_batch(players);
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let main_player = (
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player::Player {
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name: format!("Player {}", 1),
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},
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player::Points(starting),
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);
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commands.spawn((main_player, MainPlayer));
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// *compass = Compass {
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// prevalent_wind: Wind::Ton,
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@ -6,12 +6,12 @@ use crate::{
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};
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#[derive(Component)]
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pub(crate) struct Player {
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pub(crate) name: String,
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pub struct Player {
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pub name: String,
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}
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fn spawn_players(mut commands: Commands) {}
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#[derive(Component)]
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pub struct Points(pub isize);
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#[derive(Component)]
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pub(crate) struct Points(pub isize);
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pub struct MainPlayer;
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@ -43,7 +43,7 @@ fn main() {
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tui_logger::init_logger(tui_logger::LevelFilter::Trace).unwrap();
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tui_logger::set_env_filter_from_string(FILTERSTRING);
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app.add_plugins(tui::RiichiTui::default())
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app.add_plugins(tui::RiichiTui)
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}
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};
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@ -1,15 +1,12 @@
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use bevy::input::keyboard::Key;
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use bevy::prelude::*;
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use bevy_ratatui::RatatuiContext;
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use bevy_ratatui::event::KeyMessage;
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use ratatui::crossterm::event::KeyCode;
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use ratatui::widgets::Block;
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use tui_logger::TuiLoggerWidget;
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#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
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pub(crate) enum ConsoleState {
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#[default]
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Closed,
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#[default]
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Open,
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}
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@ -24,22 +21,6 @@ impl std::ops::Not for ConsoleState {
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}
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}
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pub(crate) fn toggle_console(
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// input: Res<ButtonInput<Key>>,
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mut messages: MessageReader<KeyMessage>,
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curr_state: Res<State<ConsoleState>>,
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mut next_state: ResMut<NextState<ConsoleState>>,
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) {
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// if input.just_pressed(Key::Character("`".into())) {
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// next_state.set(!*curr_state.get());
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// }
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for message in messages.read() {
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if let KeyCode::Char('`') = message.code {
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next_state.set(!*curr_state.get());
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}
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}
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}
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pub(crate) fn draw_console(mut tui_ctx: ResMut<RatatuiContext>) -> Result {
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tui_ctx.draw(|frame| {
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let block = Block::bordered().title("console");
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@ -27,24 +27,3 @@ pub(crate) fn draw_mainmenu(
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}
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});
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}
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pub(crate) fn mainmenu_input(
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// input: Res<ButtonInput<Key>>,
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mut messages: MessageReader<KeyMessage>,
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mut next_tuistate: ResMut<NextState<(TuiState)>>,
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mut next_gamestate: ResMut<NextState<(GameState)>>,
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mut exit: MessageWriter<AppExit>,
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) {
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for message in messages.read() {
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match message.code {
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KeyCode::Char('p') => {
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next_tuistate.set(TuiState::InGame);
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next_gamestate.set(GameState::Setup);
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}
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KeyCode::Char('q') => {
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exit.write_default();
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}
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_ => {}
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}
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}
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}
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@ -2,17 +2,20 @@ use std::time::Duration;
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use bevy::{app::ScheduleRunnerPlugin, prelude::*, state::app::StatesPlugin};
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use bevy_ratatui::RatatuiPlugins;
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use bevy_ratatui::event::KeyMessage;
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use ratatui::{text::ToSpan, widgets::Paragraph};
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use jong::game::GameState;
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use jong::game::wall::InWall;
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use crate::tui::console::ConsoleState;
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mod console;
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mod menu;
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mod render;
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default)]
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enum TuiState {
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pub(crate) enum TuiState {
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#[default]
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MainMenu,
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InGame,
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@ -56,9 +59,10 @@ impl Plugin for RiichiTui {
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// general setup
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.init_state::<TuiState>()
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.add_computed_state::<InGame>()
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.add_systems(Update, input_system)
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// main menu
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.add_systems(Update, (menu::draw_mainmenu, menu::mainmenu_input).run_if(in_state(TuiState::MainMenu)))
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.add_systems(Update, menu::draw_mainmenu.run_if(in_state(TuiState::MainMenu)))
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// gaming
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.init_resource::<render::hand::RenderedHand>()
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@ -70,3 +74,55 @@ impl Plugin for RiichiTui {
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub(crate) fn input_system(
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mut messages: MessageReader<KeyMessage>,
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curr_tuistate: Res<State<TuiState>>,
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curr_consolestate: Res<State<ConsoleState>>,
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curr_gamestate: Res<State<GameState>>,
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mut next_tuistate: ResMut<NextState<TuiState>>,
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mut next_consolestate: ResMut<NextState<ConsoleState>>,
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mut next_gamestate: ResMut<NextState<GameState>>,
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mut exit: MessageWriter<AppExit>,
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) {
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use bevy_ratatui::crossterm::event::KeyCode;
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let (ts, cs, gs) = (curr_tuistate.get(), curr_consolestate.get(), curr_gamestate.get());
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for message in messages.read() {
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if let KeyCode::Char('`') = message.code {
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next_consolestate.set(!*curr_consolestate.get());
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continue
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}
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match ts {
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TuiState::MainMenu => match message.code {
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KeyCode::Char('p') => {
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next_tuistate.set(TuiState::InGame);
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next_gamestate.set(GameState::Setup);
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}
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KeyCode::Char('q') => {
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exit.write_default();
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}
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_ => {}
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},
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TuiState::InGame => match gs {
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GameState::Setup => match message.code {
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_ => {}
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},
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GameState::Play => match message.code {
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KeyCode::Char('q') => {
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exit.write_default();
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}
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_ => {}
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},
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GameState::Score => todo!(),
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_ => unreachable!("TuiState::InGame but GameState invalid")
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},
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}
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}
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}
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@ -7,32 +7,26 @@ use jong::tiles::Tile;
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use crate::tui::render::tiles;
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#[derive(Resource, Default)]
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pub(crate) struct RenderedHand(pub(crate) Vec<Paragraph<'static>>);
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pub(crate) struct RenderedHand(pub(crate) Vec<Vec<Paragraph<'static>>>);
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pub(crate) fn render_changed_hand(
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hand: Single<&HandTiles, Changed<HandTiles>>,
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hands: Populated<&Children, Changed<HandTiles>>,
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tiles: Populated<&Tile>,
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mut target: ResMut<RenderedHand>,
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) -> Result {
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let mut rendered = vec![];
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for hand in hands {
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let tiles = hand
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.iter()
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.map(|inhand| tiles.get(inhand).map(tiles::draw_tile).unwrap())
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.collect();
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rendered.push(tiles);
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}
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target.0 = rendered;
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trace!("render_changed_hand");
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render_hand(hand, tiles, target)?;
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Ok(())
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}
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pub(crate) fn render_hand(
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hand: Single<&HandTiles, Changed<HandTiles>>,
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tiles: Populated<&Tile>,
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mut target: ResMut<RenderedHand>,
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) -> Result {
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trace!("render_hand");
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let hand_tiles = hand
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.iter()
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.map(|inhand| -> Result<_> { Ok(tiles.get(inhand).map(tiles::draw_tile)?) })
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.collect::<Result<Vec<_>>>()?;
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target.0 = hand_tiles;
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Ok(())
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}
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@ -11,14 +11,16 @@ pub(crate) fn draw_ingame(
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use ratatui::prelude::*;
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tui_ctx.draw(|frame| {
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debug!("{}", frame.area());
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// debug!("{}", frame.area());
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let layout = Layout::horizontal(vec![Constraint::Max(5); 13]).flex(Flex::Start);
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let mut area = frame.area();
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area.height = 4;
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let areas = layout.areas::<13>(area);
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for (tile, area) in rendered_hand.0.iter().zip(areas.iter()) {
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frame.render_widget(tile, *area);
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if let Some(tiles) = rendered_hand.0.first() {
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for (tile, area) in tiles.iter().zip(areas.iter()) {
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frame.render_widget(tile, *area);
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}
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}
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})?;
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