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|
use crate::components::AppContext;
use crate::components::{BiddingBox, BiddingTable, Hand, TrickInPlay};
use crate::{services, use_app_context};
use futures::FutureExt;
use log::info;
use protocol::bridge_engine::{
Bid, BiddingStatePlayerView, GameStatePlayerView, PlayStatePlayerView,
Player, TableStatePlayerView,
};
use protocol::card::Card;
use yew::prelude::*;
#[derive(PartialEq, Properties, Clone)]
pub struct OnlineTableProps {
pub table: protocol::Table,
}
#[function_component(OnlineTable)]
pub fn online_table(props: &OnlineTableProps) -> Html {
let ctx = use_app_context();
html! {
<OnlineTableInner table={props.table.clone()} app_ctx={ctx}/>
}
}
#[derive(PartialEq, Properties, Clone)]
pub struct OnlineTableInnerProps {
pub table: protocol::Table,
pub app_ctx: AppContext,
}
struct OnlineTableInner {
table_state: Option<TableStatePlayerView>,
}
pub enum Msg {
TableStateUpdated(Result<TableStatePlayerView, anyhow::Error>),
RequestNewDeal,
Bid(Bid),
Play(Card),
}
impl OnlineTableInner {
fn play(&mut self, ctx: &yew::Context<Self>, card: Card) {
let _play_state = match &self.table_state {
Some(TableStatePlayerView::Game(GameStatePlayerView::Playing(
play_state,
))) => play_state,
_ => {
info!(
"Cannot play card with table state: {:#?}",
self.table_state
);
return;
}
};
info!("Playing card {card:?}");
let table = ctx.props().table.clone();
ctx.link().send_future(
async move {
services::play(table.clone(), card).await?;
services::get_table_player_view(table).await
}
.map(Msg::TableStateUpdated),
);
}
fn view_game(
&self,
ctx: &yew::Context<Self>,
game: &GameStatePlayerView,
) -> Html {
let center = match game {
GameStatePlayerView::Bidding(bidding) => {
bidding_view(bidding, ctx.link().callback(Msg::Bid))
}
GameStatePlayerView::Playing(playing) => {
playing_view(playing, ctx.link().callback(Msg::Play))
}
};
let leave_table = {
let ctx = ctx.props().app_ctx.clone();
Callback::from(move |_| ctx.leave_table())
};
html! {
<>
<div class="game-layout">
<div class="navbar">
<ul>
<li>{format!("This is table {}", ctx.props().table.id)}</li>
<li>
<button onclick={leave_table}>
{ "Leave table" }
</button>
</li>
</ul>
</div>
{center}
</div>
</>
}
}
}
impl Component for OnlineTableInner {
type Message = Msg;
type Properties = OnlineTableInnerProps;
fn create(ctx: &yew::Context<Self>) -> Self {
ctx.link().send_future(
services::get_table_player_view(ctx.props().table.clone())
.map(Msg::TableStateUpdated),
);
Self { table_state: None }
}
fn update(&mut self, ctx: &yew::Context<Self>, msg: Msg) -> bool {
match msg {
Msg::Bid(bid) => {
info!("Bid clicked: {bid:?}");
let table = ctx.props().table.clone();
ctx.link().send_future(
async move {
services::bid(table.clone(), bid).await?;
services::get_table_player_view(table).await
}
.map(Msg::TableStateUpdated),
);
false
}
Msg::Play(card) => {
self.play(ctx, card);
false
}
Msg::TableStateUpdated(Ok(table_state)) => {
self.table_state = Some(table_state);
true
}
Msg::TableStateUpdated(Err(error)) => {
ctx.props().app_ctx.set_error(error);
false
}
Msg::RequestNewDeal => {
let table = ctx.props().table.clone();
ctx.link().send_future(
async move {
services::new_deal(table.clone()).await?;
services::get_table_player_view(table).await
}
.map(Msg::TableStateUpdated),
);
false
}
}
}
fn view(&self, ctx: &yew::Context<Self>) -> Html {
match &self.table_state {
None => return loading(),
Some(TableStatePlayerView::Unknown) => html! {
<p>{"An error occurred."}</p>
},
Some(TableStatePlayerView::Game(game)) => self.view_game(ctx, game),
Some(TableStatePlayerView::Result(_)) => html! {
<>
<p>{"A beautiful result."}</p>
<button onclick={ctx.link().callback(|_| Msg::RequestNewDeal)}>
{"New deal"}
</button>
</>
},
}
}
}
fn loading() -> Html {
html! { <p>{"Loading table information"}</p> }
}
pub fn bidding_view(
bidding: &BiddingStatePlayerView,
on_bid: Callback<Bid>,
) -> Html {
html! {
<>
<div class="sidebar">
<h2>{ "Table view" }</h2>
<pre>{ format!("{:#?}", bidding) }</pre>
</div>
<div class="center">
<BiddingTable bidding={bidding.bidding.clone()} />
<BiddingBox current_bid={bidding.bidding.highest_bid().clone()} on_bid={ on_bid } />
{ format!("It is {:?} to bid", bidding.bidding.current_bidder()) }
</div>
<div class="hand south">
<Hand cards={ bidding.hand.clone() } on_card_clicked={ Callback::from(|_| {}) } />
</div>
</>
}
}
pub fn playing_view(
playing: &PlayStatePlayerView,
on_card_clicked: Callback<Card>,
) -> Html {
// Only one layout is currently supported.
assert_eq!(playing.player_position, Player::South);
assert_eq!(playing.contract.declarer, Player::South);
let dummy = match &playing.dummy {
Some(hand) => html! {
<Hand cards={hand.clone()} on_card_clicked={on_card_clicked.clone()}/>
},
None => html! {<p>{"Dummy is not visible yet"}</p>},
};
html! {
<>
<div class="sidebar">
<div>
<h2>{"Contract"}</h2>
<p>{format!("{}", playing.contract)}</p>
</div>
<div>
<h2>{"Bidding"}</h2>
<BiddingTable bidding={playing.bidding.clone()} />
</div>
<div>
<h2>{"Trick Count"}</h2>
<p>{format!("Declarer: {}", playing.declarer_tricks)}</p>
</div>
if let Some(previous_trick) = &playing.previous_trick {
<div>
<h2>{"Previous Trick"}</h2>
<TrickInPlay trick={previous_trick.clone()}/>
</div>
}
</div>
<div class="center">
<div class="playing-center-layout">
<div class="current-trick">
<TrickInPlay trick={playing.current_trick.trick.clone()}/>
</div>
</div>
</div>
<div class="hand north">
{ dummy }
</div>
<div class="hand south">
<Hand cards={playing.hand.clone()} on_card_clicked={on_card_clicked.clone()} />
</div>
</>
}
}
|