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Rust Checks / checks (push) Failing after 3m54s

This commit is contained in:
CoCo_Sol 2024-03-17 18:52:18 +01:00
parent c50d602268
commit d557bf6d02
6 changed files with 171 additions and 137 deletions

View file

@ -21,6 +21,6 @@ pub enum CurrentScene {
/// When we play this wonderful game.
Game,
/// When we are in the waiting menu.
WaitingMenu,
/// TODO.
AdminLobby,
}

View file

@ -0,0 +1,110 @@
//! The lobby of the game.
use bevnet::{Connection, Receive, SendTo, Uuid};
use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts};
use super::handle_new_players;
use crate::connection::{AddPlayer, AllPlayers, RemovePlayer, RequestConnection};
use crate::CurrentScene;
/// The plugin for the lobby.
pub struct LobbyPlugin;
impl Plugin for LobbyPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(lobby_ui, handle_request, admin_panel, handle_new_players)
.run_if(in_state(CurrentScene::AdminLobby)),
);
}
}
/// Display the UI of the lobby.
fn lobby_ui(mut ctx: EguiContexts, connection: Res<Connection>) {
egui::CentralPanel::default().show(ctx.ctx_mut(), |ui| {
ui.heading("Border Wars");
ui.separator();
ui.label("Game created");
ui.horizontal(|ui| {
ui.label("Game ID: ");
ui.text_edit_singleline(
&mut connection
.identifier()
.unwrap_or_else(Uuid::nil)
.to_string(),
);
});
});
}
/// TODO
fn admin_panel(
mut ctx: EguiContexts,
connection: Res<Connection>,
all_players: Res<AllPlayers>,
mut event: EventWriter<SendTo<RemovePlayer>>,
mut next_scene: ResMut<NextState<CurrentScene>>,
) {
egui::Window::new("Admin").show(ctx.ctx_mut(), |ui| {
for player in all_players.0.iter() {
ui.separator();
ui.label(player.1.to_string());
if Some(*player.0) == connection.identifier() {
ui.label("The most beautiful admin (You)");
continue;
}
let button = ui.button(format!("Kick {}", player.1));
if button.clicked() {
for target_player in all_players.0.iter() {
event.send(SendTo(*target_player.0, RemovePlayer { uuid: *player.0 }));
}
}
}
ui.separator();
if ui.button("Run the game").clicked() {
next_scene.set(CurrentScene::Game);
}
});
}
/// TODO
fn handle_request(
mut events: EventReader<Receive<RequestConnection>>,
all_players: Res<AllPlayers>,
mut new_players: EventWriter<SendTo<AddPlayer>>,
) {
for event in events.read() {
for player in all_players.0.iter() {
let player1 = (event.0, event.1.name.clone());
let player2 = (*player.0, player.1.clone());
link_two_players(player1, player2, &mut new_players);
}
}
}
/// TODO
fn link_two_players(
player1: (Uuid, String),
player2: (Uuid, String),
event: &mut EventWriter<SendTo<AddPlayer>>,
) {
event.send(SendTo(
player1.0,
AddPlayer {
uuid: player2.0,
name: player2.1.clone(),
},
));
event.send(SendTo(
player2.0,
AddPlayer {
uuid: player1.0,
name: player1.1,
},
))
}

View file

@ -1,90 +1,33 @@
//! The lobby of the game.
//! The file containing the lobby scene where players can wait.
use bevnet::{Connection, Receive, SendTo};
use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts};
use crate::connection::{AddPlayer, AllPlayers, RemovePlayer, RequestConnection};
use super::handle_new_players;
use crate::connection::AllPlayers;
use crate::CurrentScene;
/// The plugin for the lobby.
pub struct LobbyPlugin;
pub struct WaitingMenuPlugin;
impl Plugin for LobbyPlugin {
impl Plugin for WaitingMenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(lobby_ui, handle_request).run_if(in_state(CurrentScene::Lobby)),
(ui, handle_new_players).run_if(in_state(CurrentScene::Lobby)),
);
}
}
/// Display the UI of the lobby.
fn lobby_ui(
mut ctx: EguiContexts,
mut next_scene: ResMut<NextState<CurrentScene>>,
connection: Res<Connection>,
mut all_players: ResMut<AllPlayers>,
mut event: EventWriter<SendTo<RemovePlayer>>,
) {
/// TODO
fn ui(all_players: Res<AllPlayers>, mut ctx: EguiContexts) {
egui::CentralPanel::default().show(ctx.ctx_mut(), |ui| {
ui.heading("Border Wars");
ui.separator();
ui.label("Game created");
ui.horizontal(|ui| {
ui.label("Game ID: ");
// TODO : get the game ID and display it.
ui.text_edit_singleline(&mut connection.identifier().unwrap().to_string());
});
ui.separator();
if ui.button("Run the game").clicked() {
next_scene.set(CurrentScene::Game);
// TODO: run the game
}
});
egui::Window::new("Admin").show(ctx.ctx_mut(), |ui| {
for player in all_players.0.iter() {
ui.label(format!("{}", player.1));
ui.separator();
if player.0 == &connection.identifier().unwrap() {
continue;
}
let button = ui.button(format!("Kick {}", player.1));
if button.clicked() {
for target_player in all_players.0.iter() {
event.send(SendTo(*target_player.0, RemovePlayer { uuid: *player.0 }));
}
}
for (uuid, name) in all_players.0.iter() {
ui.label(format!("{}: {}", uuid, name));
}
});
}
fn handle_request(
mut events: EventReader<Receive<RequestConnection>>,
mut all_players: ResMut<AllPlayers>,
mut new_players: EventWriter<SendTo<AddPlayer>>,
) {
for event in events.iter() {
all_players.0.insert(event.0, event.1.name.clone());
for player in all_players.0.iter() {
new_players.send(SendTo(
*player.0,
AddPlayer {
uuid: event.0,
name: event.1.name.clone(),
},
));
new_players.send(SendTo(
event.0,
AddPlayer {
uuid: *player.0,
name: player.1.clone(),
},
))
}
}
}

View file

@ -23,10 +23,18 @@ fn menu_ui(
mut ctx: EguiContexts,
mut connection_string: Local<String>,
mut next_scene: ResMut<NextState<CurrentScene>>,
mut all_players: ResMut<AllPlayers>,
mut connection: Res<Connection>,
all_players: Res<AllPlayers>,
connection: Res<Connection>,
mut request_join_event: EventWriter<SendTo<RequestConnection>>,
) {
let Some(connection_id) = connection.identifier() else {
return;
};
let Ok(target_uuid) = Uuid::parse_str(&connection_string) else {
return;
};
egui::CentralPanel::default().show(ctx.ctx_mut(), |ui| {
ui.heading("Border Wars");
@ -38,14 +46,14 @@ fn menu_ui(
ui.text_edit_singleline(&mut *connection_string);
if ui.button("Join").clicked() {
next_scene.set(CurrentScene::WaitingMenu);
next_scene.set(CurrentScene::Lobby);
request_join_event.send(SendTo(
Uuid::parse_str(&connection_string).unwrap(),
target_uuid,
RequestConnection {
name: all_players
.0
.get(&connection.identifier().unwrap())
.unwrap()
.get(&connection_id)
.unwrap_or(&"Unknown".to_string())
.clone(),
},
));
@ -55,25 +63,26 @@ fn menu_ui(
ui.separator();
if ui.button("Create new game").clicked() {
next_scene.set(CurrentScene::Lobby);
next_scene.set(CurrentScene::AdminLobby);
}
});
}
/// TODO
fn name_settings(
mut ctx: EguiContexts,
mut all_players: ResMut<AllPlayers>,
mut local_name: Local<String>,
mut connection: Res<Connection>,
connection: Res<Connection>,
) {
let Some(connection_id) = connection.identifier() else {
return;
};
egui::Window::new("Name settings").show(ctx.ctx_mut(), |ui| {
ui.label("Enter your name:");
ui.horizontal(|ui| {
let text = ui.text_edit_singleline(&mut *local_name);
if text.changed() {
all_players
.0
.insert(connection.identifier().unwrap(), local_name.to_string());
if ui.text_edit_singleline(&mut *local_name).changed() {
all_players.0.insert(connection_id, local_name.to_string());
}
});
});

View file

@ -1,13 +1,15 @@
//! The file containing all scenes programs.
use bevnet::{Connection, Receive};
use bevy::prelude::*;
use bevy_egui::EguiPlugin;
use crate::connection::{AddPlayer, AllPlayers, RemovePlayer};
use crate::{responsive_scale, CurrentScene};
pub mod admin_lobby;
pub mod lobby;
pub mod menu;
pub mod waiting_menu;
/// The plugin for all scenes.
pub struct ScenesPlugin;
@ -17,8 +19,30 @@ impl Plugin for ScenesPlugin {
app.add_plugins(EguiPlugin)
.add_state::<CurrentScene>()
.add_plugins(menu::MenuPlugin)
.add_plugins(lobby::LobbyPlugin)
.add_plugins(waiting_menu::WaitingMenuPlugin)
.add_plugins(admin_lobby::LobbyPlugin)
.add_plugins(lobby::WaitingMenuPlugin)
.add_plugins(responsive_scale::ResponsiveScalingPlugin);
}
}
/// TODO
pub fn handle_new_players(
mut all_players: ResMut<AllPlayers>,
mut new_players: EventReader<Receive<AddPlayer>>,
mut remove_players: EventReader<Receive<RemovePlayer>>,
self_uuid: Res<Connection>,
mut next_scene: ResMut<NextState<CurrentScene>>,
) {
for new_player in new_players.read() {
all_players
.0
.insert(new_player.1.uuid, new_player.1.name.clone());
}
for remove_player in remove_players.read() {
if remove_player.1.uuid == self_uuid.identifier().unwrap_or_default() {
next_scene.set(CurrentScene::Menu);
}
all_players.0.remove(&remove_player.1.uuid);
}
}

View file

@ -1,52 +0,0 @@
//! TODO
use bevnet::{Connection, Receive};
use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts};
use crate::connection::{AddPlayer, AllPlayers, RemovePlayer, RequestConnection};
use crate::CurrentScene;
/// The plugin for the lobby.
pub struct WaitingMenuPlugin;
impl Plugin for WaitingMenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(ui, handle_new_players).run_if(in_state(CurrentScene::WaitingMenu)),
);
}
}
fn ui(all_players: Res<AllPlayers>, mut ctx: EguiContexts) {
egui::CentralPanel::default().show(ctx.ctx_mut(), |ui| {
ui.heading("Border Wars");
ui.separator();
for (uuid, name) in all_players.0.iter() {
ui.label(format!("{}: {}", uuid, name));
}
});
}
fn handle_new_players(
mut all_players: ResMut<AllPlayers>,
mut new_players: EventReader<Receive<AddPlayer>>,
mut remove_players: EventReader<Receive<RemovePlayer>>,
self_uuid: Res<Connection>,
) {
for new_player in new_players.iter() {
all_players
.0
.insert(new_player.1.uuid, new_player.1.name.clone());
}
for remove_player in remove_players.iter() {
if remove_player.1.uuid == self_uuid.identifier().unwrap() {
todo!("end the game");
}
all_players.0.remove(&remove_player.1.uuid);
}
}