use bevy::prelude::*; use crate::{ game::player::MainPlayer, tiles::{self, *}, }; pub mod hand; pub mod player; pub mod wall; #[derive(States, Default, Hash, Clone, Eq, Debug, PartialEq, Copy)] pub enum GameState { #[default] None, Setup, // Deal, Play, Score, } pub struct Riichi; impl Plugin for Riichi { fn build(&self, app: &mut App) { app.init_resource::() .add_systems(Startup, init_match) .add_systems(Startup, tiles::init_tiles) .init_state::() .add_systems(OnEnter(GameState::Setup), (wall::build_wall, hand::deal_hands, setup_done).chain()) .add_systems(Update, (hand::sort_hands).run_if(in_state(GameState::Play))) // semicolon stopper ; } } fn setup_done(mut next: ResMut>) { 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) {} pub(crate) fn init_match( mut commands: Commands, // mut compass: ResMut ) { let starting = 25000; let player_count = 4; commands.insert_resource(MatchSettings { starting_points: starting, player_count, }); let players = (2..=player_count) .map(|i| { ( player::Player { name: format!("Player {i}"), }, player::Points(starting), ) }) .collect::>(); commands.spawn_batch(players); let main_player = ( player::Player { name: format!("Player {}", 1), }, player::Points(starting), ); commands.spawn((main_player, MainPlayer)); // *compass = Compass { // prevalent_wind: Wind::Ton, // round: 1, // dealer_wind: todo!(), // riichi: 0, // honba: 0, // } }