DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: d11c5cc5c63436f4a534ac2b395559063a96cd6f deck-builder/client/src/plugins/game/hand/mod.rs -rw-r--r-- 4.1 KiB
d11c5cc5Jonni Liljamo wip(client): log ui 1 year, 7 months ago
                                                                                
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
/*
 * 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,
        ),
    });
}