DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: 7d5486e5144305656353cbfcdfd8a177c99cb88b deck-builder/client/src/plugins/game/hand/mod.rs -rw-r--r-- 4.1 KiB
7d5486e5Jonni Liljamo feat(client): advanced roll action, log configs 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_mod_picking::prelude::*;
use bevy_rapier3d::prelude::*;

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

use super::{
    card::{visual_card_kind, ClickedCard, VisualCard, VisualCardBundle},
    GameData,
};

pub struct HandPlugin;

impl Plugin for HandPlugin {
    fn build(&self, app: &mut App) {
        app.add_event::<SpawnHandEvent>()
            .add_event::<PositionHandEvent>()
            .add_systems(
                (
                    spawn_hand.run_if(on_event::<SpawnHandEvent>()),
                    apply_system_buffers,
                    position_hand.run_if(on_event::<PositionHandEvent>()),
                )
                    .chain(),
            )
            .add_system(handle_clicked_hand_card);
    }
}

pub struct SpawnHandEvent;

fn spawn_hand(
    mut commands: Commands,
    game_data: Res<GameData>,
    global: Res<Global>,
    mut ph_ev_w: EventWriter<PositionHandEvent>,
    hand_query: Query<Entity, With<visual_card_kind::Hand>>,
) {
    let Some(status) = &game_data.game_status else {
        warn!("game_status was none");
        return;
    };

    // despawn possible existing supply piles
    for entity in hand_query.iter() {
        commands.entity(entity).despawn_recursive();
    }

    for (index, card) in status
        .players
        .get(&global.user.as_ref().unwrap().id)
        .unwrap()
        .hand
        .iter()
        .enumerate()
    {
        commands
            .spawn(VisualCardBundle {
                visual_card: VisualCard { card: card.clone() },
                rigid_body: RigidBody::Fixed,
                ..Default::default()
            })
            .insert(visual_card_kind::Hand(index))
            .insert(OnPointer::<Over>::target_component_mut::<Transform>(
                |_over, transform| {
                    transform.translation.y += 0.2;
                },
            ))
            .insert(OnPointer::<Out>::target_component_mut::<Transform>(
                |_over, transform| {
                    transform.translation.y -= 0.2;
                },
            ));
    }

    ph_ev_w.send(PositionHandEvent);
}

pub struct PositionHandEvent;

fn position_hand(
    mut card_query: Query<(&VisualCard, &mut Transform), With<visual_card_kind::Hand>>,
) {
    let mut cards: Vec<(&VisualCard, Mut<Transform>)> = card_query.iter_mut().collect::<Vec<_>>();

    cards.sort_by_key(|(vc, _t)| vc.card.name.clone());
    cards.sort_by_key(|(vc, _t)| vc.card.cost);

    // keep track of offset between cards
    let mut offset = 0.;

    for (_, mut t) in cards {
        t.translation.z += 1.5 * 3.; // leave room for 3 cards from z0.0
        t.translation.x += offset;
        offset += 1.0;
    }
}

fn handle_clicked_hand_card(
    mut commands: Commands,
    card_query: Query<
        (Entity, &visual_card_kind::Hand),
        (With<visual_card_kind::Hand>, With<ClickedCard>),
    >,
    mut gac_ev_w: EventWriter<GameActionCreateCallEvent>,
    mut game_data: ResMut<GameData>,
    global: Res<Global>,
) {
    if game_data.locked {
        return;
    }

    let Ok((entity, card_kind)) = card_query.get_single() else {
        return;
    };

    commands.entity(entity).remove::<ClickedCard>();

    let player = game_data
        .game_status
        .as_ref()
        .unwrap()
        .players
        .get(&global.user.as_ref().unwrap().id)
        .unwrap();

    #[allow(clippy::if_same_then_else)]
    if player.state != PlayerState::PlayPhase {
        // we ain't playing rn
        return;
    } else if player.plays == 0 {
        // not enough plays
        return;
    }

    game_data.locked = true;
    gac_ev_w.send(GameActionCreateCallEvent {
        action: Action::new(
            &game_data.game.as_ref().unwrap().id,
            &global.user.as_ref().unwrap().id,
            &global.user.as_ref().unwrap().id,
            &Command::PlayCard { index: card_kind.0 },
            None,
        ),
    });
}