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https://github.com/Cockatrice/Cockatrice.git
synced 2026-06-11 16:44:48 -07:00
removed some useless game events in favor of event context classes; added some preliminary icons
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parent
388e9255c7
commit
0c508f63ec
23 changed files with 399 additions and 226 deletions
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@ -229,17 +229,19 @@ Player *TabGame::addPlayer(int playerId, const QString &playerName)
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void TabGame::processGameEventContainer(GameEventContainer *cont)
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{
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const QList<GameEvent *> &eventList = cont->getEventList();
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GameEventContext *context = cont->getContext();
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for (int i = 0; i < eventList.size(); ++i) {
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GameEvent *event = eventList[i];
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switch (event->getItemId()) {
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case ItemId_Event_GameStateChanged: eventGameStateChanged(qobject_cast<Event_GameStateChanged *>(event)); break;
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case ItemId_Event_Join: eventJoin(qobject_cast<Event_Join *>(event)); break;
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case ItemId_Event_Leave: eventLeave(qobject_cast<Event_Leave *>(event)); break;
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case ItemId_Event_GameClosed: eventGameClosed(qobject_cast<Event_GameClosed *>(event)); break;
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case ItemId_Event_SetActivePlayer: eventSetActivePlayer(qobject_cast<Event_SetActivePlayer *>(event)); break;
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case ItemId_Event_SetActivePhase: eventSetActivePhase(qobject_cast<Event_SetActivePhase *>(event)); break;
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case ItemId_Event_Ping: eventPing(qobject_cast<Event_Ping *>(event)); break;
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case ItemId_Event_GameStateChanged: eventGameStateChanged(qobject_cast<Event_GameStateChanged *>(event), context); break;
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case ItemId_Event_PlayerPropertiesChanged: eventPlayerPropertiesChanged(qobject_cast<Event_PlayerPropertiesChanged *>(event), context); break;
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case ItemId_Event_Join: eventJoin(qobject_cast<Event_Join *>(event), context); break;
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case ItemId_Event_Leave: eventLeave(qobject_cast<Event_Leave *>(event), context); break;
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case ItemId_Event_GameClosed: eventGameClosed(qobject_cast<Event_GameClosed *>(event), context); break;
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case ItemId_Event_SetActivePlayer: eventSetActivePlayer(qobject_cast<Event_SetActivePlayer *>(event), context); break;
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case ItemId_Event_SetActivePhase: eventSetActivePhase(qobject_cast<Event_SetActivePhase *>(event), context); break;
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case ItemId_Event_Ping: eventPing(qobject_cast<Event_Ping *>(event), context); break;
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default: {
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Player *player = players.value(event->getPlayerId(), 0);
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@ -247,7 +249,7 @@ void TabGame::processGameEventContainer(GameEventContainer *cont)
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qDebug() << "unhandled game event: invalid player id";
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break;
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}
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player->processGameEvent(event);
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player->processGameEvent(event, context);
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emit userEvent();
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}
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}
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@ -275,6 +277,7 @@ void TabGame::startGame()
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{
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currentPhase = -1;
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playerListWidget->setGameStarted(true);
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started = true;
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deckViewContainer->hide();
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gameView->show();
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@ -284,27 +287,31 @@ void TabGame::startGame()
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void TabGame::stopGame()
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{
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currentPhase = -1;
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playerListWidget->setActivePlayer(-1);
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playerListWidget->setGameStarted(false);
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started = false;
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gameView->hide();
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phasesToolbar->hide();
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deckViewContainer->show();
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}
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void TabGame::eventGameStateChanged(Event_GameStateChanged *event)
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void TabGame::eventGameStateChanged(Event_GameStateChanged *event, GameEventContext * /*context*/)
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{
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const QList<ServerInfo_Player *> &plList = event->getPlayerList();
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for (int i = 0; i < plList.size(); ++i) {
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ServerInfo_Player *pl = plList[i];
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if (pl->getSpectator()) {
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if (!spectators.contains(pl->getPlayerId())) {
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spectators.insert(pl->getPlayerId(), pl->getName());
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playerListWidget->addPlayer(pl);
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ServerInfo_PlayerProperties *prop = pl->getProperties();
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if (prop->getSpectator()) {
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if (!spectators.contains(prop->getPlayerId())) {
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spectators.insert(prop->getPlayerId(), prop->getName());
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playerListWidget->addPlayer(prop);
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}
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} else {
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Player *player = players.value(pl->getPlayerId(), 0);
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Player *player = players.value(prop->getPlayerId(), 0);
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if (!player) {
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player = addPlayer(pl->getPlayerId(), pl->getName());
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playerListWidget->addPlayer(pl);
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player = addPlayer(prop->getPlayerId(), prop->getName());
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playerListWidget->addPlayer(prop);
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}
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player->processPlayerInfo(pl);
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if (player->getLocal() && pl->getDeck()) {
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@ -327,9 +334,23 @@ void TabGame::eventGameStateChanged(Event_GameStateChanged *event)
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emit userEvent();
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}
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void TabGame::eventJoin(Event_Join *event)
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void TabGame::eventPlayerPropertiesChanged(Event_PlayerPropertiesChanged *event, GameEventContext *context)
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{
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ServerInfo_Player *playerInfo = event->getPlayer();
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Player *player = players.value(event->getProperties()->getPlayerId(), 0);
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if (!player)
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return;
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playerListWidget->updatePlayerProperties(event->getProperties());
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if (context) switch (context->getItemId()) {
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case ItemId_Context_ReadyStart: messageLog->logReadyStart(player); break;
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case ItemId_Context_Concede: messageLog->logConcede(player); break;
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case ItemId_Context_DeckSelect: messageLog->logDeckSelect(player, static_cast<Context_DeckSelect *>(context)->getDeckId()); break;
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default: ;
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}
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}
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void TabGame::eventJoin(Event_Join *event, GameEventContext * /*context*/)
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{
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ServerInfo_PlayerProperties *playerInfo = event->getPlayer();
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if (playerInfo->getSpectator()) {
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spectators.insert(playerInfo->getPlayerId(), playerInfo->getName());
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messageLog->logJoinSpectator(playerInfo->getName());
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@ -342,7 +363,7 @@ void TabGame::eventJoin(Event_Join *event)
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emit userEvent();
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}
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void TabGame::eventLeave(Event_Leave *event)
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void TabGame::eventLeave(Event_Leave *event, GameEventContext * /*context*/)
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{
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int playerId = event->getPlayerId();
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@ -360,7 +381,7 @@ void TabGame::eventLeave(Event_Leave *event)
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emit userEvent();
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}
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void TabGame::eventGameClosed(Event_GameClosed * /*event*/)
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void TabGame::eventGameClosed(Event_GameClosed * /*event*/, GameEventContext * /*context*/)
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{
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started = false;
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messageLog->logGameClosed();
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@ -383,7 +404,7 @@ Player *TabGame::setActivePlayer(int id)
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return player;
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}
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void TabGame::eventSetActivePlayer(Event_SetActivePlayer *event)
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void TabGame::eventSetActivePlayer(Event_SetActivePlayer *event, GameEventContext * /*context*/)
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{
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Player *player = setActivePlayer(event->getActivePlayerId());
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if (!player)
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@ -400,7 +421,7 @@ void TabGame::setActivePhase(int phase)
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}
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}
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void TabGame::eventSetActivePhase(Event_SetActivePhase *event)
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void TabGame::eventSetActivePhase(Event_SetActivePhase *event, GameEventContext * /*context*/)
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{
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int phase = event->getPhase();
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if (currentPhase != phase)
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@ -409,7 +430,7 @@ void TabGame::eventSetActivePhase(Event_SetActivePhase *event)
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emit userEvent();
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}
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void TabGame::eventPing(Event_Ping *event)
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void TabGame::eventPing(Event_Ping *event, GameEventContext * /*context*/)
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{
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const QList<ServerInfo_PlayerPing *> &pingList = event->getPingList();
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for (int i = 0; i < pingList.size(); ++i)
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