DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: 0bf106d318d83d6ae21cf7ec3d45b28c523e426a deck-builder/client/src/plugins/game/ui/mod.rs -rw-r--r-- 11.5 KiB
0bf106d3Jonni Liljamo feat(api): end game endpoint 1 year, 7 months ago
                                                                                
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/*
 * This file is part of laurelin_client
 * Copyright (C) 2023 Jonni Liljamo <jonni@liljamo.com>
 *
 * Licensed under GPL-3.0-only.
 * See LICENSE for licensing information.
 */

use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts};

use crate::{
    api::game::{Action, Command, Game},
    game_status::PlayerState,
    plugins::GameActionCreateCallEvent,
    AppState, CardManifest, Global,
};

use super::{GameData, RefreshGameEvent};

pub mod log;
mod state_button;

pub struct GameUIPlugin;

impl Plugin for GameUIPlugin {
    fn build(&self, app: &mut App) {
        app.add_plugin(log::LogPlugin)
            .add_plugin(state_button::StateButtonPlugin)
            .add_system(dev_details_ui.run_if(in_state(AppState::InGame)))
            .add_system(setup_details.in_schedule(OnEnter(AppState::InGame)))
            .add_systems((
                update_game_state_text,
                update_currency_text,
                update_deck_text,
                update_discard_text,
                update_plays_text,
                update_buys_text,
                update_vp_text,
            ));
    }
}

#[derive(Component)]
struct GameStateText;

#[derive(Component)]
struct CurrencyText;

#[derive(Component)]
struct DeckText;

#[derive(Component)]
struct DiscardText;

#[derive(Component)]
struct PlaysText;

#[derive(Component)]
struct BuysText;

#[derive(Component)]
struct VPText;

fn setup_details(mut commands: Commands, asset_server: Res<AssetServer>) {
    let font = asset_server.load("fonts/FiraMono-Bold.ttf");
    let font_size = 40.;
    let text_style = TextStyle {
        font,
        font_size,
        color: Color::WHITE,
    };

    // game state
    commands.spawn((
        TextBundle::from_sections([
            TextSection::new("State: ", text_style.clone()),
            TextSection::from_style(text_style.clone()),
        ])
        .with_text_alignment(TextAlignment::Center)
        .with_style(Style {
            position_type: PositionType::Absolute,
            position: UiRect {
                top: Val::Px(20.),
                left: Val::Px(20.),
                ..Default::default()
            },
            ..Default::default()
        }),
        GameStateText,
    ));

    // plays
    commands.spawn((
        TextBundle::from_sections([
            TextSection::new("Plays: ", text_style.clone()),
            TextSection::from_style(text_style.clone()),
        ])
        .with_text_alignment(TextAlignment::Center)
        .with_style(Style {
            position_type: PositionType::Absolute,
            position: UiRect {
                bottom: Val::Px(220.),
                left: Val::Px(20.),
                ..Default::default()
            },
            ..Default::default()
        }),
        PlaysText,
    ));

    // buys
    commands.spawn((
        TextBundle::from_sections([
            TextSection::new("Buys: ", text_style.clone()),
            TextSection::from_style(text_style.clone()),
        ])
        .with_text_alignment(TextAlignment::Center)
        .with_style(Style {
            position_type: PositionType::Absolute,
            position: UiRect {
                bottom: Val::Px(180.),
                left: Val::Px(20.),
                ..Default::default()
            },
            ..Default::default()
        }),
        BuysText,
    ));

    // currency
    commands.spawn((
        TextBundle::from_sections([
            TextSection::new("Currency: ", text_style.clone()),
            TextSection::from_style(TextStyle {
                color: Color::GOLD,
                ..text_style.clone()
            }),
        ])
        .with_text_alignment(TextAlignment::Center)
        .with_style(Style {
            position_type: PositionType::Absolute,
            position: UiRect {
                bottom: Val::Px(140.),
                left: Val::Px(20.),
                ..Default::default()
            },
            ..Default::default()
        }),
        CurrencyText,
    ));

    // deck
    commands.spawn((
        TextBundle::from_sections([
            TextSection::new("Deck: ", text_style.clone()),
            TextSection::from_style(text_style.clone()),
        ])
        .with_text_alignment(TextAlignment::Center)
        .with_style(Style {
            position_type: PositionType::Absolute,
            position: UiRect {
                bottom: Val::Px(100.),
                left: Val::Px(20.),
                ..Default::default()
            },
            ..Default::default()
        }),
        DeckText,
    ));

    // discard
    commands.spawn((
        TextBundle::from_sections([
            TextSection::new("Discard: ", text_style.clone()),
            TextSection::from_style(text_style.clone()),
        ])
        .with_text_alignment(TextAlignment::Center)
        .with_style(Style {
            position_type: PositionType::Absolute,
            position: UiRect {
                bottom: Val::Px(60.),
                left: Val::Px(20.),
                ..Default::default()
            },
            ..Default::default()
        }),
        DiscardText,
    ));

    // vp
    commands.spawn((
        TextBundle::from_sections([
            TextSection::new("VP: ", text_style.clone()),
            TextSection::from_style(text_style),
        ])
        .with_text_alignment(TextAlignment::Center)
        .with_style(Style {
            position_type: PositionType::Absolute,
            position: UiRect {
                bottom: Val::Px(20.),
                left: Val::Px(20.),
                ..Default::default()
            },
            ..Default::default()
        }),
        VPText,
    ));
}

fn update_game_state_text(
    mut text_query: Query<&mut Text, With<GameStateText>>,
    game_data: Res<GameData>,
) {
    for mut text in &mut text_query {
        let Some(status) = &game_data.game_status else {
            return;
        };
        let Some(player) = status.players.values().find(|p| p.state != PlayerState::Idle) else {
            return;
        };
        text.sections[1].value = format!("{} - {:?}", player.display_name, player.state);
    }
}

fn update_currency_text(
    mut text_query: Query<&mut Text, With<CurrencyText>>,
    game_data: Res<GameData>,
    global: Res<Global>,
) {
    for mut text in &mut text_query {
        let Some(status) = &game_data.game_status else {
            return;
        };
        let Some(player) = status.players.get(&global.user.as_ref().unwrap().id) else {
            return;
        };
        text.sections[1].value = player.currency.to_string();
    }
}

fn update_deck_text(
    mut text_query: Query<&mut Text, With<DeckText>>,
    game_data: Res<GameData>,
    global: Res<Global>,
) {
    for mut text in &mut text_query {
        let Some(status) = &game_data.game_status else {
            return;
        };
        let Some(player) = status.players.get(&global.user.as_ref().unwrap().id) else {
            return;
        };
        text.sections[1].value = player.deck.len().to_string();
    }
}

fn update_discard_text(
    mut text_query: Query<&mut Text, With<DiscardText>>,
    game_data: Res<GameData>,
    global: Res<Global>,
) {
    for mut text in &mut text_query {
        let Some(status) = &game_data.game_status else {
            return;
        };
        let Some(player) = status.players.get(&global.user.as_ref().unwrap().id) else {
            return;
        };
        text.sections[1].value = player.discard.len().to_string();
    }
}

fn update_plays_text(
    mut text_query: Query<&mut Text, With<PlaysText>>,
    game_data: Res<GameData>,
    global: Res<Global>,
) {
    for mut text in &mut text_query {
        let Some(status) = &game_data.game_status else {
            return;
        };
        let Some(player) = status.players.get(&global.user.as_ref().unwrap().id) else {
            return;
        };

        if player.plays == 0 {
            text.sections[1].style.color = Color::RED;
        } else {
            text.sections[1].style.color = Color::GREEN;
        }

        text.sections[1].value = player.plays.to_string();
    }
}

fn update_buys_text(
    mut text_query: Query<&mut Text, With<BuysText>>,
    game_data: Res<GameData>,
    global: Res<Global>,
) {
    for mut text in &mut text_query {
        let Some(status) = &game_data.game_status else {
            return;
        };
        let Some(player) = status.players.get(&global.user.as_ref().unwrap().id) else {
            return;
        };

        if player.buys == 0 {
            text.sections[1].style.color = Color::RED;
        } else {
            text.sections[1].style.color = Color::GREEN;
        }

        text.sections[1].value = player.buys.to_string();
    }
}

fn update_vp_text(
    mut text_query: Query<&mut Text, With<VPText>>,
    game_data: Res<GameData>,
    global: Res<Global>,
) {
    for mut text in &mut text_query {
        let Some(status) = &game_data.game_status else {
            return;
        };
        let Some(player) = status.players.get(&global.user.as_ref().unwrap().id) else {
            return;
        };
        text.sections[1].value = player.vp.to_string();
    }
}

pub fn dev_details_ui(
    mut contexts: EguiContexts,
    global: Res<Global>,
    game_data: Res<GameData>,
    card_manifest: Res<CardManifest>,
    mut create_action_ev_w: EventWriter<GameActionCreateCallEvent>,
    mut rg_ev_w: EventWriter<RefreshGameEvent>,
) {
    egui::Window::new("Game Details")
        .title_bar(false)
        .show(contexts.ctx_mut(), |ui| {
            let Some(game) = &game_data.game else {
                // early return if game is None
                return;
            };
            let Some(status) = &game_data.game_status else {
                // early return if game_status is None
                return;
            };

            ui.add_enabled_ui(!game_data.locked, |ui| {
                #[allow(clippy::collapsible_if)]
                if status.actions.is_empty() && game.host_id == global.user.as_ref().unwrap().id {
                    if ui.button("Init Game").clicked() {
                        // NOTE/FIXME: hardcoded game init
                        hardcoded_init(game, &mut create_action_ev_w, &card_manifest);
                        rg_ev_w.send(RefreshGameEvent);
                    }
                }

                if ui.button("Force Refresh").clicked() {
                    rg_ev_w.send(RefreshGameEvent);
                }
            });

            ui.separator();

            egui::CollapsingHeader::new("Game")
                .default_open(true)
                .show(ui, |ui| {
                    ui.label(format!("Host: {}", game.host.as_ref().unwrap().username));
                    ui.label(format!("Guest: {}", game.guest.as_ref().unwrap().username));

                    ui.label(format!("State: {:?}", game.state));
                });
        });
}

fn hardcoded_init(
    game: &Game,
    create_action_ev_w: &mut EventWriter<GameActionCreateCallEvent>,
    card_manifest: &CardManifest,
) {
    // first, piles
    for card in &card_manifest.cards {
        create_action_ev_w.send(GameActionCreateCallEvent {
            action: Action::new(
                &game.id,
                &game.host_id,
                &game.host_id,
                &Command::InitSupplyPile {
                    card: card.clone(),
                    amount: 6,
                },
                None,
            ),
        });
    }

    // second, set a player to the action phase, to start the game
    create_action_ev_w.send(GameActionCreateCallEvent {
        action: Action::new(
            &game.id,
            &game.host_id,
            &game.host_id,
            &Command::StartTurn {},
            None,
        ),
    });
}