cards/client/src/components/game/views/playing.rs

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Rust
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use crate::components::game::cards::*;
use crate::components::websocket::WebSocketContext;
use leptos::*;
use lib::*;
use serde_json::to_string;
use std::collections::{HashMap, HashSet};
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#[component]
pub fn PlayingView() -> impl IntoView {
// Incoming
let websocket = expect_context::<WebSocketContext>();
let game_meta = expect_context::<ReadSignal<Option<GameStateMeta>>>();
// Signals
let (selected_cards, set_selected_cards) = create_signal::<Vec<WhiteCardMeta>>(vec![]);
let (submitted_cards, set_submitted_cards) =
create_signal::<HashSet<WhiteCardMeta>>(HashSet::new());
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let (card_clicked, set_card_clicked) = create_signal::<String>(String::new());
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let (submitted, set_submitted) = create_signal(false);
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let (player_hand, set_player_hand) =
create_signal::<HashMap<String, WhiteCardMeta>>(HashMap::new());
// Outoging
provide_context::<WriteSignal<String>>(set_card_clicked);
// On Incoming Meta //
// Put cards in a map for easier lookup
// The server sends a vec to preserve ordering
create_effect(move |_| {
if game_meta().is_some() {
for card in game_meta().unwrap().white {
set_player_hand.update(|map| {
map.insert(card.uuid.clone(), card.clone());
});
}
}
set_selected_cards.update(|list| {
list.clear();
});
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set_submitted_cards.update(|list| {
list.clear();
});
set_submitted(false);
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});
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// Card selection
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// Toggle selected status of cards
create_effect(move |_| {
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if card_clicked() != "".to_string()
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&& !submitted()
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&& submitted_cards().len() < game_meta().unwrap().black.1.into()
{
if let Some(clicked_card) = player_hand
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.get_untracked()
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.get(&card_clicked.get_untracked())
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{
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if !selected_cards.get_untracked().contains(clicked_card) {
set_selected_cards.update(|cards| cards.push(clicked_card.to_owned()))
} else if selected_cards.get_untracked().contains(clicked_card)
&& !submitted_cards.get_untracked().contains(clicked_card)
{
set_selected_cards.update(|cards| {
cards.remove(cards.iter().position(|card| card == clicked_card).unwrap());
})
}
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}
// Clear the signal otherwise it selects the last selected card again
set_card_clicked.update_untracked(|value| value.clear());
}
});
// Player Submit Handler //
let submit_move = move |_| {
let msg = to_string(&PlayerMoveRequest {
game_id: game_meta().unwrap().uuid.clone(),
card_ids: selected_cards()
.iter()
.map(|card| card.uuid.clone())
.collect(),
})
.unwrap();
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set_submitted_cards.update_untracked(|cards| {
for card in selected_cards.get_untracked() {
cards.insert(card);
}
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});
if submitted_cards().len() < game_meta().unwrap().black.1.into() {
return;
}
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websocket.send(&msg);
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set_selected_cards.update_untracked(|list| {
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list.clear();
});
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set_submitted(true);
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};
view! {
<div class="w-full ms-16 inline-flex flex-wrap">
<BlackCard />
// Selected cards
<For
each=move || selected_cards()
key=move |card| card.uuid.clone()
children=move |card| {
view! { <WhiteCard card_data=card /> }
}
/>
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</div>
// Submit button
<div class="w-full inline-flex flex-wrap justify-center">
<Show
when=move || !submitted()
fallback=move || {
view! { <p>"Card(s) submitted. Waiting for other players..."</p> }
}
>
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<button type="button" on:click=submit_move.clone()>
Submit
</button>
</Show>
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</div>
// Player hand
<div class="inline-flex flex-wrap justify-center">
<For
each=move || game_meta().unwrap().white
key=move |card| card.uuid.clone()
children=move |card| {
view! {
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// Hide cards from hand view when they exist as selected or submitted
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<Show when={
let id = card.uuid.clone();
move || {
if let Some(card) = player_hand().get(&id) {
!selected_cards().contains(card)
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&& !submitted_cards().contains(card)
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} else {
true
}
}
}>
<WhiteCard card_data=card.clone() />
</Show>
}
}
/>
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</div>
}
}