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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>
This commit is contained in:
parent
77f882ca37
commit
3ccd44155d
4 changed files with 88 additions and 51 deletions
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@ -27,12 +27,7 @@
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#include <QTransform>
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#include <QtGlobal>
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#include <QtMath>
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#include <libcockatrice/card/card_info.h>
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#include <libcockatrice/protocol/pb/command_attach_card.pb.h>
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#include <libcockatrice/protocol/pb/command_create_arrow.pb.h>
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#include <libcockatrice/settings/cards_display_settings.h>
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#include <libcockatrice/settings/interface_settings.h>
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#include <libcockatrice/utility/color.h>
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#include <libcockatrice/utility/zone_names.h>
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#include <math.h>
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#include <qnamespace.h>
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@ -426,19 +421,19 @@ void ArrowDragItem::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
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CardZoneLogic *startZone = startCard->getZone();
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Command_CreateArrow cmd;
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cmd.mutable_arrow_color()->CopyFrom(convertQColorToColor(data->color));
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cmd.set_start_player_id(startZone->getPlayer()->getPlayerInfo()->getId());
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cmd.set_start_zone(startZone->getName().toStdString());
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cmd.set_start_card_id(startCard->getId());
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ArrowData arrow;
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arrow.color = data->color;
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arrow.startPlayerId = startZone->getPlayer()->getPlayerInfo()->getId();
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arrow.startZone = startZone->getName();
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arrow.startCardId = startCard->getId();
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if (auto *targetCard = qgraphicsitem_cast<CardItem *>(targetItem)) {
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CardZoneLogic *targetZone = targetCard->getZone();
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cmd.set_target_player_id(targetZone->getPlayer()->getPlayerInfo()->getId());
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cmd.set_target_zone(targetZone->getName().toStdString());
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cmd.set_target_card_id(targetCard->getId());
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arrow.targetPlayerId = targetZone->getPlayer()->getPlayerInfo()->getId();
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arrow.targetZone = targetZone->getName();
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arrow.targetCardId = targetCard->getId();
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} else if (auto *targetPlayer = qgraphicsitem_cast<PlayerTarget *>(targetItem)) {
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cmd.set_target_player_id(targetPlayer->getOwner()->getPlayerInfo()->getId());
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arrow.targetPlayerId = targetPlayer->getOwner()->getPlayerInfo()->getId();
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} else {
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delArrow();
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return;
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@ -447,22 +442,9 @@ void ArrowDragItem::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
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// if the card is in hand then we will move the card to stack or table as part of drawing the arrow
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if (startZone->getName() == ZoneNames::HAND) {
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startCard->playCard(false);
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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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player->getPlayerActions()->sendGameCommand(cmd);
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player->getPlayerActions()->createArrow(startCard, arrow, deleteInPhase);
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}
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delArrow();
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@ -554,7 +536,7 @@ void ArrowAttachItem::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
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auto *startCard = qgraphicsitem_cast<CardItem *>(startItem);
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auto *targetCard = qgraphicsitem_cast<CardItem *>(targetItem);
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if (startCard && targetCard) {
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attachCards(startCard, targetCard);
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player->getPlayerActions()->attachCards(startCard, targetCard);
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}
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}
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@ -563,23 +545,3 @@ void ArrowAttachItem::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
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child->mouseReleaseEvent(event);
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}
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}
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void ArrowAttachItem::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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player->getPlayerActions()->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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player->getPlayerActions()->sendGameCommand(cmd);
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}
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