DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: d11c5cc5c63436f4a534ac2b395559063a96cd6f deck-builder/client/src/plugins/game/mod.rs -rw-r--r-- 2.5 KiB
d11c5cc5Jonni Liljamo wip(client): log ui 1 year, 5 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_rapier3d::prelude::*;

use crate::{api::game::{Game, GameState}, game_status::GameStatus, AppState, Global};

use self::{hand::SpawnHandEvent, supply::SpawnSupplyPilesEvent};

use super::GameDetailsCallEvent;

mod card;
mod hand;
mod supply;
mod ui;

pub struct GamePlugin;

impl Plugin for GamePlugin {
    fn build(&self, app: &mut App) {
        app.register_type::<GameData>()
            .register_type::<Game>()
            .register_type::<GameState>()
            .init_resource::<GameData>()
            .add_plugin(ui::GameUIPlugin)
            .add_plugin(card::CardPlugin)
            .add_plugin(supply::SupplyPlugin)
            .add_plugin(hand::HandPlugin)
            .add_event::<RefreshGameEvent>()
            .add_event::<FinishedRefreshGameEvent>()
            .add_system(game_setup.in_schedule(OnEnter(AppState::InGame)))
            .add_system(handle_refresh_game_event.run_if(on_event::<RefreshGameEvent>()))
            .add_system(
                handle_finished_refresh_game_event.run_if(on_event::<FinishedRefreshGameEvent>()),
            );
    }
}

#[derive(Resource, Clone, Reflect)]
#[reflect(Resource)]
pub struct GameData {
    pub game: Option<Game>,
    #[reflect(ignore)]
    pub game_status: Option<GameStatus>,

    pub locked: bool,
}

impl Default for GameData {
    fn default() -> Self {
        Self {
            game: None,
            game_status: None,

            locked: true,
        }
    }
}

fn game_setup(mut commands: Commands, mut rg_ev_w: EventWriter<RefreshGameEvent>) {
    rg_ev_w.send(RefreshGameEvent);

    // create the playing surface
    commands
        .spawn(Collider::cuboid(20., 0.5, 20.))
        .insert(TransformBundle::from(Transform::from_xyz(0., -0.5, 0.)));
}

pub struct RefreshGameEvent;

fn handle_refresh_game_event(
    mut details_ev_w: EventWriter<GameDetailsCallEvent>,
    mut game_data: ResMut<GameData>,
    global: Res<Global>,
) {
    game_data.locked = true;
    game_data.game = None;
    game_data.game_status = None;

    details_ev_w.send(GameDetailsCallEvent {
        game_id: global.cur_game_id.clone(),
    });
}

pub struct FinishedRefreshGameEvent;

fn handle_finished_refresh_game_event(
    mut ssp_ev_w: EventWriter<SpawnSupplyPilesEvent>,
    mut sh_ev_w: EventWriter<SpawnHandEvent>,
) {
    ssp_ev_w.send(SpawnSupplyPilesEvent);
    sh_ev_w.send(SpawnHandEvent);
}