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[Refactor] Move game logic into libcockatrice_game (#7437)
* [Refactor] Move game logic into libcockatrice_game * [Refactor] Include card_state.h in player_actions.h * [Game] Inject settings providers into libcockatrice_game, drop Widgets * [Game] Follow base rename to createCardRequested after rebase * [Game] Drop unused CardItem forward declaration * [Game] Fix includes after moving game logic into libcockatrice_game --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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108 changed files with 598 additions and 281 deletions
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#ifndef COCKATRICE_COUNTER_STATE_H
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#define COCKATRICE_COUNTER_STATE_H
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#include <QColor>
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#include <QObject>
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#include <QString>
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#include <qtmetamacros.h>
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class ServerInfo_Counter;
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class CounterState : public QObject
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{
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Q_OBJECT
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public:
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CounterState(int id, const QString &name, const QColor &color, int radius, int value, QObject *parent = nullptr);
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static CounterState *fromProto(const ServerInfo_Counter &counter, QObject *parent = nullptr);
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int getId() const
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{
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return id;
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}
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QString getName() const
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{
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return name;
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}
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QColor getColor() const
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{
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return color;
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}
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int getRadius() const
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{
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return radius;
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}
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int getValue() const
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{
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return value;
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}
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/**
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* @brief Set the counter value.
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* @param newValue The new value.
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* @param skipDamageAnimation When true, valueChanged is emitted with skipDamageAnimation=true, letting views
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* suppress damage-related feedback (e.g. battlefield shimmer, life counter flash) for values set during replay
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* rewinds.
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*/
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void setValue(int newValue, bool skipDamageAnimation = false);
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signals:
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/**
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* @brief Emitted whenever the value changes.
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* @param oldValue The previous value.
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* @param newValue The new value.
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* @param skipDamageAnimation True when the change should not trigger damage/life-change feedback in views.
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*/
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void valueChanged(int oldValue, int newValue, bool skipDamageAnimation);
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private:
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int id;
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QString name;
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QColor color;
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int radius;
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int value;
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};
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#endif // COCKATRICE_COUNTER_STATE_H
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