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Author SHA1 Message Date
Tao Tien
314c3299ef render main player's hand 2026-01-13 03:15:50 -08:00
Tao Tien
30d19ed9d9 simplify game setup 2026-01-13 01:10:31 -08:00
11 changed files with 239 additions and 228 deletions

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@ -1,58 +1,28 @@
use bevy::prelude::*; use bevy::{ecs::relationship::RelationshipSourceCollection, prelude::*};
use crate::{ use crate::{
game::{player::Player, wall::WallTiles}, game::{player::Player /* wall::WallTiles */},
tiles::Tile, tiles::Tile,
}; };
#[derive(Component)] #[derive(Component)]
pub struct Hand; pub struct Hand;
#[derive(Component)] // #[derive(Component, Default)]
#[relationship(relationship_target = HandTiles)] // enum SortHand {
pub struct InHand(pub Entity); // #[default]
// Unsorted,
// Sort,
// Manual,
// }
#[derive(Component)]
#[relationship_target(relationship = InHand, linked_spawn)]
pub struct HandTiles(Vec<Entity>);
pub(crate) fn deal_hands(
mut commands: Commands,
walltiles: Single<&WallTiles>,
walltiles_entity: Single<Entity, With<WallTiles>>,
players: Populated<Entity, With<Player>>,
) -> Result {
let mut wall = walltiles.iter().collect::<Vec<_>>();
for player_entity in players {
let hand = wall.split_off(13);
commands
.get_entity(*walltiles_entity)?
.remove_children(&hand);
let handtiles = commands.spawn((Hand, HandTiles(hand))).id();
commands
.get_entity(player_entity)?
.add_children(&[handtiles]);
}
trace!("dealt hands");
Ok(())
}
#[allow(clippy::type_complexity)]
pub(crate) fn sort_hands( pub(crate) fn sort_hands(
mut commands: Commands,
tiles: Populated<&Tile>, tiles: Populated<&Tile>,
mut hands: Populated<&mut Children, Changed<HandTiles>>, mut hands: Populated<&mut Children, (Changed<Hand>, Without<Player>)>,
) -> Result { ) -> Result {
for (mut children) in hands { for mut hand in hands {
children.sort_unstable_by_key(|e| tiles.get(*e).unwrap().suit); hand.sort_unstable_by_key(|e| tiles.get(*e).unwrap().suit);
trace!("sorted a hand") debug!("sorted: {hand:?}");
} }
trace!("sort_hands");
Ok(()) Ok(())
} }

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@ -1,12 +1,17 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::{ use crate::{
game::player::MainPlayer, game::{
hand::Hand,
player::{MainPlayer, Player},
wall::Wall,
},
tiles::{self, *}, tiles::{self, *},
}; };
pub mod hand; pub mod hand;
pub mod player; pub mod player;
pub mod round;
pub mod wall; pub mod wall;
#[derive(States, Default, Hash, Clone, Eq, Debug, PartialEq, Copy)] #[derive(States, Default, Hash, Clone, Eq, Debug, PartialEq, Copy)]
@ -14,98 +19,85 @@ pub enum GameState {
#[default] #[default]
None, None,
Setup, Setup,
// Deal, Deal,
Play, Play,
Score,
} }
pub struct Riichi; pub struct Riichi;
impl Plugin for Riichi { impl Plugin for Riichi {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.init_resource::<Compass>() app
.add_systems(Startup, init_match) // start stopper
.add_systems(Startup, tiles::init_tiles)
.init_state::<GameState>() .init_state::<GameState>()
.add_systems(OnEnter(GameState::Setup), (wall::build_wall, hand::deal_hands, setup_done).chain()) .init_resource::<round::MatchSettings>()
.add_systems(Update, (hand::sort_hands).run_if(in_state(GameState::Play))) .init_resource::<round::Compass>()
.add_systems(Startup, tiles::init_tiles)
.add_systems(OnEnter(GameState::Setup), setup)
.add_systems(OnEnter(GameState::Deal), shuffle_deal)
.add_systems(Update, hand::sort_hands.run_if(in_state(GameState::Play)))
// semicolon stopper // semicolon stopper
; ;
} }
} }
fn setup_done(mut next: ResMut<NextState<GameState>>) { fn shuffle_deal(
next.set(GameState::Play);
trace!("setup_done");
}
#[derive(Component)]
pub(crate) struct Dice(u8, u8);
#[derive(Resource)]
pub(crate) struct Compass {
pub(crate) prevalent_wind: Wind,
pub(crate) round: u8,
pub(crate) dealer_wind: Wind,
pub(crate) riichi: usize,
pub(crate) honba: usize,
}
impl Default for Compass {
fn default() -> Self {
Self {
prevalent_wind: Wind::Ton,
round: 1,
dealer_wind: Wind::Ton,
riichi: 0,
honba: 0,
}
}
}
#[derive(Resource)]
pub(crate) struct MatchSettings {
pub(crate) starting_points: isize,
pub(crate) player_count: u8,
}
pub(crate) fn next_round(_compass: Res<Compass>) {}
pub(crate) fn init_match(
mut commands: Commands, mut commands: Commands,
// mut compass: ResMut<Compass> tiles: Populated<Entity, With<Tile>>,
) { players: Populated<Entity, With<Player>>,
let starting = 25000; wall_ent: Single<Entity, With<Wall>>,
let player_count = 4; mut next_gamestate: ResMut<NextState<GameState>>,
) -> Result {
use rand::seq::SliceRandom;
commands.insert_resource(MatchSettings { let mut rng = rand::rng();
starting_points: starting, let mut walltiles: Vec<_> = tiles.iter().collect();
player_count, walltiles.shuffle(&mut rng);
});
let players = (2..=player_count) // commands.get_entity(*wall_ent)?.replace_children(&walltiles);
.map(|i| {
(
player::Player {
name: format!("Player {i}"),
},
player::Points(starting),
)
})
.collect::<Vec<_>>();
commands.spawn_batch(players);
let main_player = (
player::Player {
name: format!("Player {}", 1),
},
player::Points(starting),
);
commands.spawn((main_player, MainPlayer));
// *compass = Compass { for player_ent in players {
// prevalent_wind: Wind::Ton, let handtiles = walltiles.split_off(walltiles.len() - 13);
// round: 1, // commands.get_entity(*wall_ent)?.remove_children(&handtiles);
// dealer_wind: todo!(),
// riichi: 0, let hand_ent = commands.spawn(Hand).add_children(&handtiles).id();
// honba: 0, debug!("hand_ent: {hand_ent:?}");
// }
commands
.get_entity(player_ent)?
.replace_children(&[hand_ent]);
debug!("dealt to player_ent {player_ent:?}");
}
commands.get_entity(*wall_ent)?.replace_children(&walltiles);
next_gamestate.set(GameState::Play);
Ok(())
}
pub(crate) fn setup(
mut commands: Commands,
matchsettings: Res<round::MatchSettings>,
// mut compass: ResMut<Compass>
tiles: Query<Entity, With<Tile>>,
mut next_gamestate: ResMut<NextState<GameState>>,
) {
for i in 1..=matchsettings.player_count {
let player = player::Player {
name: format!("Player {}", i),
};
let points = player::Points(matchsettings.starting_points);
let bundle = (player, points, Hand);
if i == 1 {
commands.spawn((bundle, MainPlayer));
} else {
commands.spawn(bundle);
}
}
commands.spawn(Wall);
next_gamestate.set(GameState::Deal);
} }

View file

@ -1,11 +1,6 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::{ #[derive(Component, Debug, PartialEq)]
game::wall::{InWall, Wall},
tiles::Tile,
};
#[derive(Component)]
pub struct Player { pub struct Player {
pub name: String, pub name: String,
} }

42
src/game/round.rs Normal file
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@ -0,0 +1,42 @@
use bevy::prelude::*;
use crate::tiles::*;
#[derive(Component)]
pub(crate) struct Dice(u8, u8);
#[derive(Resource)]
pub(crate) struct Compass {
pub(crate) prevalent_wind: Wind,
pub(crate) round: u8,
pub(crate) dealer_wind: Wind,
pub(crate) riichi: usize,
pub(crate) honba: usize,
}
impl Default for Compass {
fn default() -> Self {
Self {
prevalent_wind: Wind::Ton,
round: 1,
dealer_wind: Wind::Ton,
riichi: 0,
honba: 0,
}
}
}
#[derive(Resource)]
pub(crate) struct MatchSettings {
pub(crate) starting_points: isize,
pub(crate) player_count: u8,
}
impl Default for MatchSettings {
fn default() -> Self {
Self {
starting_points: 25000,
player_count: 4,
}
}
}

View file

@ -5,22 +5,3 @@ use crate::tiles::Tile;
#[derive(Component)] #[derive(Component)]
pub struct Wall; pub struct Wall;
#[derive(Component)]
#[relationship_target(relationship = InWall, linked_spawn)]
pub struct WallTiles(Vec<Entity>);
#[derive(Component)]
#[relationship(relationship_target = WallTiles)]
pub struct InWall(pub Entity);
pub(crate) fn build_wall(mut commands: Commands, tiles: Query<Entity, With<Tile>>) {
let mut rng = rand::rng();
let mut shuffled = tiles.iter().collect::<Vec<_>>();
shuffled.shuffle(&mut rng);
commands.spawn((Wall, WallTiles(shuffled)));
trace!("build_wall");
}

View file

@ -37,27 +37,29 @@ pub enum Dragon {
pub struct Dora; pub struct Dora;
pub fn init_tiles(mut commands: Commands) { pub fn init_tiles(mut commands: Commands) {
let mut tiles = vec![];
for _ in 0..4 { for _ in 0..4 {
for i in 1..=9 { for i in 1..=9 {
commands.spawn(Tile { tiles.push(Tile {
suit: Suit::Pin(Rank(i)), suit: Suit::Pin(Rank(i)),
}); });
commands.spawn(Tile { tiles.push(Tile {
suit: Suit::Sou(Rank(i)), suit: Suit::Sou(Rank(i)),
}); });
commands.spawn(Tile { tiles.push(Tile {
suit: Suit::Man(Rank(i)), suit: Suit::Man(Rank(i)),
}); });
} }
for i in 0..4 { for i in 0..4 {
commands.spawn(Tile { tiles.push(Tile {
suit: Suit::Wind(Wind::from_repr(i).unwrap()), suit: Suit::Wind(Wind::from_repr(i).unwrap()),
}); });
} }
for i in 0..3 { for i in 0..3 {
commands.spawn(Tile { tiles.push(Tile {
suit: Suit::Dragon(Dragon::from_repr(i).unwrap()), suit: Suit::Dragon(Dragon::from_repr(i).unwrap()),
}); });
} }
} }
commands.spawn_batch(tiles);
} }

79
src/tui/input.rs Normal file
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@ -0,0 +1,79 @@
use bevy::prelude::*;
use bevy_ratatui::event::{KeyMessage, MouseMessage};
use jong::game::GameState;
use crate::tui::{TuiState, console::ConsoleState};
#[allow(clippy::too_many_arguments)]
pub(crate) fn kb_input_system(
mut kb_messages: MessageReader<KeyMessage>,
curr_tuistate: Res<State<TuiState>>,
curr_consolestate: Res<State<ConsoleState>>,
curr_gamestate: Res<State<GameState>>,
mut next_tuistate: ResMut<NextState<TuiState>>,
mut next_consolestate: ResMut<NextState<ConsoleState>>,
mut next_gamestate: ResMut<NextState<GameState>>,
mut exit: MessageWriter<AppExit>,
) {
use bevy_ratatui::crossterm::event::KeyCode;
let (ts, cs, gs) = (
curr_tuistate.get(),
curr_consolestate.get(),
curr_gamestate.get(),
);
for message in kb_messages.read() {
if let KeyCode::Char('`') = message.code {
next_consolestate.set(!*curr_consolestate.get());
continue;
}
if *cs == ConsoleState::Open {
let mut passthrough = false;
match message.code {
KeyCode::Up => todo!(),
KeyCode::Down => todo!(),
KeyCode::Home => todo!(),
KeyCode::End => todo!(),
KeyCode::PageUp => todo!(),
KeyCode::PageDown => todo!(),
KeyCode::Esc => next_consolestate.set(ConsoleState::Closed),
_ => passthrough = true,
}
if !passthrough {
continue;
}
}
match ts {
TuiState::MainMenu => match message.code {
KeyCode::Char('p') => {
next_tuistate.set(TuiState::InGame);
next_gamestate.set(GameState::Setup);
}
KeyCode::Char('q') => {
exit.write_default();
}
_ => {}
},
TuiState::InGame => match gs {
GameState::Setup => match message.code {
_ => {}
},
GameState::Play => match message.code {
KeyCode::Char('q') => {
exit.write_default();
}
_ => {}
},
_ => todo!(),
_ => unreachable!("TuiState::InGame but GameState invalid"),
},
}
}
}

View file

@ -10,13 +10,8 @@ use jong::game::GameState;
use crate::tui::TuiState; use crate::tui::TuiState;
const MAINMENU_OPTIONS: [&str; 2] = ["(p)lay", "(q)uit"]; const MAINMENU_OPTIONS: [&str; 2] = ["(p)lay", "(q)uit"];
// const MAINMENU_INPUTS: [char;2] = ['p', 'q'];
pub(crate) fn draw_mainmenu( pub(crate) fn draw_mainmenu(mut tui_ctx: ResMut<RatatuiContext>) {
mut tui_ctx: ResMut<RatatuiContext>,
// mut tui_state: ResMut<NextState<TuiState>>,
// mut game_state: ResMut<NextState<GameState>>,
) {
let options = MAINMENU_OPTIONS; let options = MAINMENU_OPTIONS;
let layout = Layout::vertical(vec![Constraint::Min(1); options.len()]); let layout = Layout::vertical(vec![Constraint::Min(1); options.len()]);

View file

@ -2,17 +2,17 @@ use std::time::Duration;
use bevy::{app::ScheduleRunnerPlugin, prelude::*, state::app::StatesPlugin}; use bevy::{app::ScheduleRunnerPlugin, prelude::*, state::app::StatesPlugin};
use bevy_ratatui::RatatuiPlugins; use bevy_ratatui::RatatuiPlugins;
use bevy_ratatui::event::KeyMessage;
use ratatui::{text::ToSpan, widgets::Paragraph}; use ratatui::{text::ToSpan, widgets::Paragraph};
use jong::game::GameState; use jong::game::GameState;
use jong::game::wall::InWall; // use jong::game::wall::InWall;
use crate::tui::console::ConsoleState; use crate::tui::{console::ConsoleState, menu::draw_mainmenu, render::ingame::draw_ingame};
mod console; mod console;
mod menu; mod menu;
mod render; mod render;
mod input;
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default)]
pub(crate) enum TuiState { pub(crate) enum TuiState {
@ -54,12 +54,12 @@ impl Plugin for RiichiTui {
// console // console
.init_state::<console::ConsoleState>() .init_state::<console::ConsoleState>()
.add_systems(Update, console::draw_console.run_if(in_state(console::ConsoleState::Open))) .add_systems(Update, console::draw_console.after_ignore_deferred(draw_mainmenu).after_ignore_deferred(draw_ingame).run_if(in_state(console::ConsoleState::Open)))
// general setup // general setup
.init_state::<TuiState>() .init_state::<TuiState>()
.add_computed_state::<InGame>() .add_computed_state::<InGame>()
.add_systems(Update, input_system) .add_systems(Update, input::kb_input_system)
// main menu // main menu
.add_systems(Update, menu::draw_mainmenu.run_if(in_state(TuiState::MainMenu))) .add_systems(Update, menu::draw_mainmenu.run_if(in_state(TuiState::MainMenu)))
@ -67,62 +67,11 @@ impl Plugin for RiichiTui {
// gaming // gaming
.init_resource::<render::hand::RenderedHand>() .init_resource::<render::hand::RenderedHand>()
.add_systems(Update, render::ingame::draw_ingame.run_if(in_state(InGame))) .add_systems(Update, render::ingame::draw_ingame.run_if(in_state(InGame)))
.add_systems(Update, render::hand::render_changed_hand.run_if(in_state(InGame).and(in_state(GameState::Play)))) .add_systems(Update, render::hand::render_hand.run_if(in_state(InGame).and(in_state(GameState::Play))))
// semicolon stopper // semicolon stopper
; ;
} }
} }
#[allow(clippy::too_many_arguments)]
pub(crate) fn input_system(
mut messages: MessageReader<KeyMessage>,
curr_tuistate: Res<State<TuiState>>,
curr_consolestate: Res<State<ConsoleState>>,
curr_gamestate: Res<State<GameState>>,
mut next_tuistate: ResMut<NextState<TuiState>>,
mut next_consolestate: ResMut<NextState<ConsoleState>>,
mut next_gamestate: ResMut<NextState<GameState>>,
mut exit: MessageWriter<AppExit>,
) {
use bevy_ratatui::crossterm::event::KeyCode;
let (ts, cs, gs) = (curr_tuistate.get(), curr_consolestate.get(), curr_gamestate.get());
for message in messages.read() {
if let KeyCode::Char('`') = message.code {
next_consolestate.set(!*curr_consolestate.get());
continue
}
match ts {
TuiState::MainMenu => match message.code {
KeyCode::Char('p') => {
next_tuistate.set(TuiState::InGame);
next_gamestate.set(GameState::Setup);
}
KeyCode::Char('q') => {
exit.write_default();
}
_ => {}
},
TuiState::InGame => match gs {
GameState::Setup => match message.code {
_ => {}
},
GameState::Play => match message.code {
KeyCode::Char('q') => {
exit.write_default();
}
_ => {}
},
GameState::Score => todo!(),
_ => unreachable!("TuiState::InGame but GameState invalid")
},
}
}
}

View file

@ -1,32 +1,35 @@
use bevy::prelude::*; use bevy::{platform::collections::HashMap, prelude::*};
use ratatui::widgets::Paragraph; use ratatui::widgets::Paragraph;
use jong::game::hand::HandTiles; use jong::{
use jong::tiles::Tile; game::{hand::Hand, player::Player},
tiles::Tile,
};
use crate::tui::render::tiles; use crate::tui::render::tiles;
#[derive(Resource, Default)] #[derive(Resource, Default)]
pub(crate) struct RenderedHand(pub(crate) Vec<Vec<Paragraph<'static>>>); pub(crate) struct RenderedHand(pub(crate) HashMap<Entity, Vec<Paragraph<'static>>>);
pub(crate) fn render_changed_hand( pub(crate) fn render_hand(
hands: Populated<&Children, Changed<HandTiles>>,
tiles: Populated<&Tile>, tiles: Populated<&Tile>,
player_hands: Populated<(Entity, &Children), (With<Player>, Changed<Hand>)>,
hands: Populated<&Children, (Changed<Hand>, Without<Player>)>,
mut target: ResMut<RenderedHand>, mut target: ResMut<RenderedHand>,
) -> Result { ) -> Result {
let mut rendered = vec![]; let mut rendered = HashMap::new();
for hand in hands { for (player_ent, hand) in player_hands {
let tiles = hand let hand = hand.iter().next().unwrap();
let tiles = hands
.get(hand)?
.iter() .iter()
.map(|inhand| tiles.get(inhand).map(tiles::draw_tile).unwrap()) .map(|it| tiles.get(it).map(tiles::draw_tile).unwrap())
.collect(); .collect();
rendered.insert(player_ent, tiles);
rendered.push(tiles);
} }
target.0 = rendered; target.0 = rendered;
trace!("render_changed_hand");
Ok(()) Ok(())
} }

View file

@ -1,10 +1,12 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy_ratatui::RatatuiContext; use bevy_ratatui::RatatuiContext;
use jong::game::player::{MainPlayer, Player};
use crate::tui::render::hand; use crate::tui::render::hand;
pub(crate) fn draw_ingame( pub(crate) fn draw_ingame(
rendered_hand: Res<hand::RenderedHand>, rendered_hand: Res<hand::RenderedHand>,
main_player: Single<Entity, (With<Player>, With<MainPlayer>)>,
mut tui_ctx: ResMut<RatatuiContext>, mut tui_ctx: ResMut<RatatuiContext>,
) -> Result { ) -> Result {
use ratatui::layout::Flex; use ratatui::layout::Flex;
@ -17,8 +19,9 @@ pub(crate) fn draw_ingame(
let mut area = frame.area(); let mut area = frame.area();
area.height = 4; area.height = 4;
let areas = layout.areas::<13>(area); let areas = layout.areas::<13>(area);
if let Some(tiles) = rendered_hand.0.first() { // if let Some(hand) = rendered_hand.0.get(&*main_player) {
for (tile, area) in tiles.iter().zip(areas.iter()) { if let Some(hand) = rendered_hand.0.get(&*main_player) {
for (tile, area) in hand.iter().zip(areas.iter()) {
frame.render_widget(tile, *area); frame.render_widget(tile, *area);
} }
} }