[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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BruebachL 2026-10-31 18:44:15 +01:00 • committed by GitHub
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108 changed files with 598 additions and 281 deletions

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@ -1,292 +0,0 @@
/**
* @file player_event_handler.h
* @ingroup GameLogicPlayers
* @brief Player-scoped game event handler.
*
* PlayerEventHandler applies game events that affect a single Player’s
* board state, zones, cards, counters, arrows, and related UI/log output.
*
* It is invoked by GameEventHandler after basic routing and validation.
* Each instance is bound 1:1 to a Player and must never mutate state
* belonging to other players except where explicitly required by events
* (e.g. moving cards between players, attaching cards, arrows).
*
* This class is intentionally stateful and tightly coupled to Player,
* PlayerActions, and the board/zones implementation. It performs both
* model mutation and UI-side bookkeeping (zone views, arrows, menus).
*/
#ifndef COCKATRICE_PLAYER_EVENT_HANDLER_H
#define COCKATRICE_PLAYER_EVENT_HANDLER_H
#include "event_processing_options.h"
#include <QObject>
#include <QString>
#include <libcockatrice/protocol/pb/game_event.pb.h>
#include <qtmetamacros.h>
#include <sys/types.h>
class CardState;
class CardZoneLogic;
class PlayerLogic;
class Event_AttachCard;
class Event_ChangeZoneProperties;
class Event_CreateArrow;
class Event_CreateCounter;
class Event_CreateToken;
class Event_DelCounter;
class Event_DeleteArrow;
class Event_DestroyCard;
class Event_DrawCards;
class Event_DumpZone;
class Event_FlipCard;
class Event_GameSay;
class Event_MoveCard;
class Event_RevealCards;
class Event_RollDie;
class Event_SetCardAttr;
class Event_SetCardCounter;
class Event_SetCounter;
class Event_Shuffle;
class Event_GameLogNotice;
class GameEventContext;
enum CardAttribute : int;
template <typename T> class QList;
/**
* @class PlayerEventHandler
* @brief Applies player-specific game events and emits corresponding log signals.
*
* Design notes:
* - All event handlers assume events are authoritative and already validated
* by the server.
* - Most handlers mutate both logical state (CardState, CardZoneLogic, counters)
* and visual/UI state (views, arrows, menus).
* - Logging signals are emitted *after* or *during* state mutation, depending
* on whether later mutations would invalidate log data.
*/
class PlayerEventHandler : public QObject
{
Q_OBJECT
public:
/**
* @brief Construct a PlayerEventHandler bound to a Player.
* @param player Owning player instance.
*/
explicit PlayerEventHandler(PlayerLogic *player);
/** @name Event dispatch
* @{
*/
/**
* @brief Dispatch a generic GameEvent to the appropriate handler.
*
* This is the single entry point used by GameEventHandler. It extracts
* the correct protobuf extension and forwards the event to a typed
* handler method.
*
* @param type Game event type enum.
* @param event Generic protobuf container.
* @param context Additional context (undo, judge, etc.).
* @param options Processing options (UI suppression, reveal behavior).
*/
void processGameEvent(GameEvent::GameEventType type,
const GameEvent &event,
const GameEventContext &context,
EventProcessingOptions options);
/** @} */
/** @name Chat and randomization events
* @{
*/
/// Handle in-game chat messages from this player.
void eventGameSay(const Event_GameSay &event);
/// Handle zone shuffle events (typically libraries).
void eventShuffle(const Event_Shuffle &event);
/// Handle die roll events.
void eventRollDie(const Event_RollDie &event);
/** @} */
/** @name Arrow and targeting events
* @{
*/
/// Create a visual arrow between cards or players.
void eventCreateArrow(const Event_CreateArrow &event);
/// Delete an existing arrow.
void eventDeleteArrow(const Event_DeleteArrow &event);
/** @} */
/** @name Token and card creation
* @{
*/
/// Create a token card in a target zone.
void eventCreateToken(const Event_CreateToken &event);
/** @} */
/** @name Card attribute and counter updates
* @{
*/
/**
* @brief Set a card attribute (tapped, PT, annotation, etc.).
*
* May apply to a single card or all cards in a zone if no card ID
* is provided by the event.
*/
void
eventSetCardAttr(const Event_SetCardAttr &event, const GameEventContext &context, EventProcessingOptions options);
/// Update a counter attached to a card.
void eventSetCardCounter(const Event_SetCardCounter &event);
/// Create a player-level counter.
void eventCreateCounter(const Event_CreateCounter &event);
/// Set a player-level counter value.
void eventSetCounter(const Event_SetCounter &event, EventProcessingOptions options);
/// Delete a player-level counter.
void eventDelCounter(const Event_DelCounter &event);
/** @} */
/** @name Zone-level operations
* @{
*/
/// Log a zone dump (e.g. reveal graveyard/library contents).
void eventDumpZone(const Event_DumpZone &event);
/**
* @brief Move a card between zones and/or players.
*
* This is one of the most complex handlers:
* - Removes the card from the start zone
* - Updates card identity and ownership if needed
* - Handles attachments and arrows
* - Emits appropriate move or undo-draw logs
* - Inserts the card into the target zone
*/
void eventMoveCard(const Event_MoveCard &event, const GameEventContext &context);
/// Flip a card face up or face down.
void eventFlipCard(const Event_FlipCard &event);
/// Destroy a card and clean up attachments.
void eventDestroyCard(const Event_DestroyCard &event);
/// Attach or detach a card to/from another card.
void eventAttachCard(const Event_AttachCard &event);
/** @} */
/** @name Draw and reveal operations
* @{
*/
/// Draw one or more cards from the deck.
void eventDrawCards(const Event_DrawCards &event);
/**
* @brief Reveal cards from a zone.
*
* Handles peeking, in-place top-card reveals, full reveal windows,
* and write-access granting.
*/
void eventRevealCards(const Event_RevealCards &event, EventProcessingOptions options);
/** @} */
/** @name Zone configuration
* @{
*/
/// Update zone visibility and reveal behavior.
void eventChangeZoneProperties(const Event_ChangeZoneProperties &event);
/** @} */
void eventGameLogNotice(const Event_GameLogNotice &event);
signals:
/** @name Logging signals
* @{
*/
void logSay(PlayerLogic *player, QString message);
void logShuffle(PlayerLogic *player, CardZoneLogic *zone, int start, int end);
void logRollDie(PlayerLogic *player, int sides, const QList<uint> &rolls);
void logCreateArrow(PlayerLogic *player,
PlayerLogic *startPlayer,
QString startCard,
PlayerLogic *targetPlayer,
QString targetCard,
bool _playerTarget);
void logCreateToken(PlayerLogic *player, QString cardName, QString pt, bool faceDown);
void logDrawCards(PlayerLogic *player, int number, bool deckIsEmpty);
void logUndoDraw(PlayerLogic *player, QString cardName);
void logUndoDrawFailed(PlayerLogic *player);
void logMoveCard(PlayerLogic *player,
CardState *card,
CardZoneLogic *startZone,
int oldX,
CardZoneLogic *targetZone,
int newX);
void logFlipCard(PlayerLogic *player, QString cardName, bool faceDown);
void logDestroyCard(PlayerLogic *player, QString cardName);
void logAttachCard(PlayerLogic *player, QString cardName, PlayerLogic *targetPlayer, QString targetCardName);
void logUnattachCard(PlayerLogic *player, QString cardName);
void logSetCardCounter(PlayerLogic *player, QString cardName, int counterId, int value, int oldValue);
void logSetTapped(PlayerLogic *player, CardState *card, bool tapped);
void logSetCounter(PlayerLogic *player, QString counterName, int value, int oldValue);
void logSetDoesntUntap(PlayerLogic *player, CardState *card, bool doesntUntap);
void logSetPT(PlayerLogic *player, CardState *card, QString newPT);
void logSetAnnotation(PlayerLogic *player, CardState *card, QString newAnnotation);
void logDumpZone(PlayerLogic *player, CardZoneLogic *zone, int numberCards, bool isReversed = false);
void logRevealCards(PlayerLogic *player,
CardZoneLogic *zone,
int cardId,
QString cardName,
PlayerLogic *otherPlayer,
bool faceDown,
int amount,
bool isLentToAnotherPlayer = false);
void logAlwaysRevealTopCard(PlayerLogic *player, CardZoneLogic *zone, bool reveal);
void logAlwaysLookAtTopCard(PlayerLogic *player, CardZoneLogic *zone, bool reveal);
/** @} */
void cardZoneChanged(CardState *card, bool sameZone);
void requestCardMenuUpdate(CardState *card);
/**
* @brief A card was just moved by the server and its view needs refreshing.
*
* @param card The card that moved.
* @param zoneChanged Whether the card crossed a zone boundary.
* @param newOwner The player the card now belongs to, or nullptr to leave the owner alone.
*/
void cardViewRefreshRequested(CardState *card, bool zoneChanged, PlayerLogic *newOwner);
private:
/** Owning player instance. */
PlayerLogic *player;
void setCardAttrHelper(const GameEventContext &context,
CardState *card,
CardAttribute attribute,
const QString &avalue,
bool allCards,
EventProcessingOptions options);
};
#endif // COCKATRICE_PLAYER_EVENT_HANDLER_H