jong/jong-line/src/reducers.rs
2026-03-05 02:04:09 -08:00

213 lines
7.1 KiB
Rust

use std::time::Duration;
use log::{debug, trace};
use spacetimedb::{
ReducerContext, ScheduleAt::Interval, Table as _, rand::seq::SliceRandom, reducer,
};
use crate::{
reducers::hand::{discard_tile, discard_tile_private},
tables::{
DbTile, Lobby, LobbyTimer, PlayerClock, PlayerHand, Wall, bot, game_timer, lobby as _,
player_clock, player_config, player_hand, tile, user, wall,
},
};
use jong_types::{GameState, TurnState};
mod hand;
mod lobby;
#[reducer]
pub fn advance_game(ctx: &ReducerContext) -> Result<(), String> {
let game_timer = ctx
.db
.game_timer()
.lobby_id()
.find(
ctx.db
.user()
.identity()
.find(ctx.sender())
.ok_or("player not in lobby")?
.lobby_id,
)
.ok_or("no such lobby")?;
advance_game_private(ctx, game_timer)
}
fn shuffle_wall(ctx: &ReducerContext, lobby: &mut Lobby) {
let tiles = {
let mut rng = ctx.rng();
let mut wall: Vec<_> = jong_types::tiles::tiles()
.into_iter()
.map(|tile| ctx.db.tile().insert(DbTile { id: 0, tile }))
.collect();
wall.shuffle(&mut rng);
wall
};
ctx.db.wall().insert(Wall {
lobby_id: lobby.id,
tiles,
});
lobby.game_state = GameState::Deal;
}
fn deal_hands(ctx: &ReducerContext, lobby: &mut Lobby) -> Result<(), String> {
let mut wall = ctx.db.wall().lobby_id().find(lobby.id).unwrap();
for player in &lobby.players {
let mut tiles = wall.tiles.split_off(wall.tiles.len() - 13);
wall = ctx.db.wall().lobby_id().update(wall);
tiles.sort_by_key(|t| t.tile);
ctx.db.player_hand().insert(PlayerHand {
player_id: *player,
turn_state: TurnState::None,
hand: tiles,
pond: vec![],
working_tile: None,
});
}
lobby.game_state = jong_types::states::GameState::Play;
Ok(())
}
#[reducer]
pub fn advance_game_private(
ctx: &ReducerContext,
mut game_timer: LobbyTimer,
) -> Result<(), String> {
// checks every second (or more? when users make moves) on whether to advance the game's various states
// TODO this, or allow player/debug to call this?
if let Some(mut lobby) = ctx.db.lobby().id().find(game_timer.lobby_id) {
// trace!("running schedule for lobby {}", lobby.id);
match lobby.game_state {
GameState::Setup => {
// TODO reduce interval beforehand so we don't wait a second?
// TODO keep a count to clear stale lobbies
// trace!("shuffle wall");
shuffle_wall(ctx, &mut lobby);
lobby.players.shuffle(&mut ctx.rng());
for player_id in lobby
.players
.iter()
.filter(|id| ctx.db.user().config_id().find(*id).is_some())
{
ctx.db.player_clock().insert(PlayerClock {
player_id: *player_id,
renewable: 5,
total: 20,
});
}
ctx.db.lobby().id().update(lobby);
advance_game_private(ctx, game_timer)?;
return Ok(());
}
GameState::Deal => {
// TODO reduce interval beforehand so this can animate?
// TODO change loop to be per interval somehow?
deal_hands(ctx, &mut lobby)?;
ctx.db.lobby().id().update(lobby);
advance_game_private(ctx, game_timer)?;
return Ok(());
}
GameState::Play => {
// trace!("in play");
let curr_player = lobby.players.get(lobby.current_idx as usize).unwrap();
let mut hand = ctx.db.player_hand().player_id().find(curr_player).unwrap();
match hand.turn_state {
TurnState::None => {
// trace!("draw a tile");
if let Some(mut wall) = ctx.db.wall().lobby_id().find(lobby.id)
&& let Some(tile) = wall.tiles.pop()
{
hand.working_tile = Some(tile);
hand.turn_state = TurnState::Tsumo;
ctx.db.wall().lobby_id().update(wall);
ctx.db.player_hand().player_id().update(hand);
} else {
// TODO out of tiles
todo!()
}
}
TurnState::Tsumo => {
// only real players have clocks?
if let Some(mut clock) = ctx.db.player_clock().player_id().find(curr_player)
&& clock.tick()
{
ctx.db.player_clock().player_id().update(clock);
} else {
// TODO bot / auto discard
discard_tile_private(
ctx,
lobby.id,
ctx.db.player_config().id().find(curr_player).unwrap(),
hand.working_tile.unwrap().id,
)
.unwrap();
return Ok(());
}
}
TurnState::Menzen => {}
TurnState::RiichiKan => {}
TurnState::RonChiiPonKan => {}
TurnState::End => {}
}
}
GameState::Exit => {
// ctx.db.game_timer().id().delete(game_timer.id);
// ctx.db.lobby().id().delete(lobby.id);
// TODO reset all player lobbies, delete bots, etc?
// is there a way to do this automatically, or rely on elsewhere's checks clearing the state?
todo!("lobby exit cleanup")
}
// TODO handle stale lobbies
// TODO should this delete the timer?
_ => Err(format!("lobby {} in impossible state", lobby.id))?,
}
// ctx.db.game_timer().id().update(game_timer);
ctx.db.lobby().id().update(lobby);
} else {
// ctx.db.game_timer().id().delete(game_timer.id);
Err(format!(
"ran schedule {} for empty lobby {}",
game_timer.scheduled_id, game_timer.lobby_id
))?;
}
Ok(())
}
impl PlayerClock {
fn tick(&mut self) -> bool {
if self.renewable > 0 {
self.renewable -= 1;
true
} else if self.total > 0 {
self.total -= 1;
true
} else {
false
}
}
fn renew(&mut self) {
self.renewable = 5;
}
}
impl Lobby {
fn next_player(&mut self) {
if self.current_idx + 1 >= 4 {
self.current_idx = 0
} else {
self.current_idx += 1;
}
}
}