94 lines
2.9 KiB
Rust
94 lines
2.9 KiB
Rust
use std::time::Duration;
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use log::info;
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use spacetimedb::{ReducerContext, Table, rand::seq::SliceRandom, reducer};
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use crate::tables::*;
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#[reducer]
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pub fn join_or_create_lobby(ctx: &ReducerContext, mut lobby_id: u32) -> Result<(), String> {
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let mut player = ctx
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.db
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.player()
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.identity()
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.find(ctx.sender)
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.ok_or(format!("cannot find player {}", ctx.sender))?;
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if lobby_id == 0 {
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let lobby = ctx.db.lobby().insert(Lobby {
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id: 0,
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players: vec![PlayerOrBot::Player { id: player.id }],
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game_state: jong_types::states::GameState::Lobby,
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dealer_idx: 0,
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current_idx: 0,
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});
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info!("created lobby: {}", lobby.id);
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lobby_id = lobby.id;
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}
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player.lobby_id = lobby_id;
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let player = ctx.db.player().identity().update(player);
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info!("player {} joined lobby {}", player.id, lobby_id);
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Ok(())
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}
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#[reducer]
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pub fn add_bot(ctx: &ReducerContext, lobby_id: u32) -> Result<(), String> {
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if lobby_id == 0 {
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Err("cannot add a bot without a lobby".into())
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} else if let Some(mut lobby) = ctx.db.lobby().id().find(lobby_id)
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&& (ctx.db.player().lobby_id().filter(lobby_id).count()
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+ ctx.db.bot().lobby_id().filter(lobby_id).count()
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< 4)
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{
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let bot = ctx.db.bot().insert(Bot {
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id: 0,
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lobby_id,
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hand: vec![],
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pond: vec![],
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working_tile: None,
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turn_state: jong_types::TurnState::None,
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});
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lobby.players.push(PlayerOrBot::Bot { id: bot.id });
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ctx.db.lobby().id().update(lobby);
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info!("added bot {} to lobby {}", bot.id, lobby_id);
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Ok(())
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} else {
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Err("lobby doesn't exist".into())
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}
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}
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#[reducer]
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pub fn set_ready(ctx: &ReducerContext, ready: bool) -> Result<(), String> {
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let mut player = ctx.db.player().identity().find(ctx.sender).unwrap();
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player.ready = ready;
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player = ctx.db.player().identity().update(player);
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if let Some(mut lobby) = ctx.db.lobby().id().find(player.lobby_id)
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&& lobby.players.len() == 4
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&& ctx.db.player().lobby_id().filter(lobby.id).all(|p| p.ready)
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{
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lobby.game_state = jong_types::states::GameState::Setup;
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lobby.players.shuffle(&mut ctx.rng());
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let lobby = ctx.db.lobby().id().update(lobby);
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// TODO should we schedule this outside so that we can clear out stale lobbies?
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ctx.db.game_timer().insert(GameTimer {
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id: 0,
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lobby_id: lobby.id,
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scheduled_at: spacetimedb::ScheduleAt::Interval(Duration::from_secs(1).into()),
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});
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} else {
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// if lobby doesn't exist, reset player state
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player.lobby_id = 0;
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player.ready = false;
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player = ctx.db.player().identity().update(player);
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return Err(format!("couldn't find lobby with id: {}", player.lobby_id));
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}
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Ok(())
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}
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