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[Refactor] Build arrow and attach commands in game/ instead of ArrowItem (#7422)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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parent
77f882ca37
commit
3ccd44155d
4 changed files with 88 additions and 51 deletions
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@ -5,6 +5,7 @@
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#include "../../game_graphics/dialogs/dlg_create_token.h"
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#include "../../interface/deck_loader/loaded_deck.h"
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#include "../abstract_game.h"
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#include "../board/arrow_data.h"
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#include "../board/counter_state.h"
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#include "../game_event_handler.h"
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#include "../zones/card_zone_logic.h"
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@ -48,6 +49,7 @@
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#include <libcockatrice/card/relation/card_relation.h>
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#include <libcockatrice/protocol/pb/command_attach_card.pb.h>
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#include <libcockatrice/protocol/pb/command_change_zone_properties.pb.h>
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#include <libcockatrice/protocol/pb/command_create_arrow.pb.h>
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#include <libcockatrice/protocol/pb/command_create_token.pb.h>
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#include <libcockatrice/protocol/pb/command_draw_cards.pb.h>
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#include <libcockatrice/protocol/pb/command_dump_zone.pb.h>
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@ -66,6 +68,7 @@
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#include <libcockatrice/settings/card_override_settings.h>
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#include <libcockatrice/settings/interface_settings.h>
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#include <libcockatrice/utility/clamped_arithmetic.h>
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#include <libcockatrice/utility/color.h>
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#include <libcockatrice/utility/counter_limits.h>
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#include <libcockatrice/utility/expression.h>
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#include <libcockatrice/utility/zone_names.h>
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@ -174,6 +177,60 @@ void PlayerActions::playCardToTable(const CardItem *card, bool faceDown)
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sendGameCommand(cmd);
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}
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void PlayerActions::attachCards(CardItem *startCard, const CardItem *targetCard)
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{
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if (targetCard->getAttachedTo() || targetCard->getZone()->getName() != ZoneNames::TABLE) {
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return;
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}
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// move card onto table first if attaching from some other zone
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if (startCard->getZone()->getName() != ZoneNames::TABLE) {
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playCardToTable(startCard, false);
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}
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Command_AttachCard cmd;
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cmd.set_start_zone(ZoneNames::TABLE);
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cmd.set_card_id(startCard->getId());
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cmd.set_target_player_id(targetCard->getZone()->getPlayer()->getPlayerInfo()->getId());
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cmd.set_target_zone(targetCard->getZone()->getName().toStdString());
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cmd.set_target_card_id(targetCard->getId());
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sendGameCommand(cmd);
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}
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void PlayerActions::createArrow(CardItem *startCard, const ArrowData &arrow, int deleteInPhase)
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{
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Command_CreateArrow cmd;
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cmd.mutable_arrow_color()->CopyFrom(convertQColorToColor(arrow.color));
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cmd.set_start_player_id(arrow.startPlayerId);
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cmd.set_start_zone(arrow.startZone.toStdString());
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cmd.set_start_card_id(arrow.startCardId);
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cmd.set_target_player_id(arrow.targetPlayerId);
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if (!arrow.isPlayerTargeted()) {
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cmd.set_target_zone(arrow.targetZone.toStdString());
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cmd.set_target_card_id(arrow.targetCardId);
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}
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// if the card is in hand then it has just been moved to the stack or table as part of drawing the arrow
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if (arrow.startZone == ZoneNames::HAND) {
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CardInfoPtr ci = startCard->getCard().getCardPtr();
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bool playToStack = SettingsCache::instance().userInterface().getPlayToStack();
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if (ci && ((!playToStack && ci->getUiAttributes().tableRow == 3) ||
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(playToStack && ci->getUiAttributes().tableRow != 0 &&
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startCard->getZone()->getName() != ZoneNames::STACK))) {
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cmd.set_start_zone(ZoneNames::STACK);
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} else {
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cmd.set_start_zone(playToStack ? ZoneNames::STACK : ZoneNames::TABLE);
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}
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}
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if (deleteInPhase != 0) {
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cmd.set_delete_in_phase(deleteInPhase);
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}
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sendGameCommand(cmd);
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}
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void PlayerActions::actViewLibrary()
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{
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emit requestZoneViewToggle(ZoneNames::DECK, -1);
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