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https://github.com/Cockatrice/Cockatrice.git
synced 2026-11-08 02:53:25 -08:00
[Game] Restore attach bookkeeping via CardItem and repaint on state change
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parent
f321132cce
commit
50a5884606
3 changed files with 31 additions and 3 deletions
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@ -362,7 +362,13 @@ void PlayerEventHandler::eventMoveCard(const Event_MoveCard &event, const GameEv
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if (card->getAttachedTo() && (startZone != targetZone)) {
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CardState *parentCard = card->getAttachedTo();
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card->setAttachedTo(nullptr);
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// Route through CardItem so the old parent's attachedCards list is cleaned up: CardState::setAttachedTo
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// only repoints the pointer, leaving a dangling entry that reorganizeCards/prepareDelete would dereference.
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if (CardItem *item = toCardItem(card)) {
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item->setAttachedTo(nullptr);
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} else {
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card->setAttachedTo(nullptr);
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}
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parentCard->getZone()->reorganizeCards();
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}
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@ -467,7 +473,14 @@ void PlayerEventHandler::eventAttachCard(const Event_AttachCard &event)
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CardState *oldParent = startCard->getAttachedTo();
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startCard->setAttachedTo(targetCard);
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// Route through CardItem::setAttachedTo to keep the attachedCards graph, grid-x reset and zone emits intact:
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// CardState::setAttachedTo alone only repoints the pointer, so the target would never list the card and the old
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// parent would keep a dangling pointer.
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if (CardItem *startItem = toCardItem(startCard)) {
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startItem->setAttachedTo(toCardItem(targetCard));
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} else {
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startCard->setAttachedTo(targetCard);
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}
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startZone->reorganizeCards();
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if ((startZone != targetZone) && targetZone) {
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@ -33,6 +33,11 @@
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#include <qalgorithms.h>
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#include <string>
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static CardItem *toCardItem(CardState *card)
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{
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return card == nullptr ? nullptr : qobject_cast<CardItem *>(card->parent());
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}
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PlayerLogic::PlayerLogic(const ServerInfo_User &info, int _id, bool _local, bool _judge, AbstractGame *_parent)
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: QObject(_parent), game(_parent), playerInfo(new PlayerInfo(info, _id, _local, _judge)),
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playerEventHandler(new PlayerEventHandler(this)), playerActions(new PlayerActions(this)), active(false),
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@ -227,7 +232,13 @@ void PlayerLogic::processCardAttachment(const ServerInfo_Player &info)
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continue;
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}
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startCard->setAttachedTo(targetCard);
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// Route through CardItem::setAttachedTo to maintain the attachedCards graph and reparenting;
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// CardState::setAttachedTo alone only repoints the pointer.
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if (CardItem *startItem = toCardItem(startCard)) {
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startItem->setAttachedTo(toCardItem(targetCard));
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} else {
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startCard->setAttachedTo(targetCard);
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}
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}
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}
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}
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@ -71,6 +71,10 @@ CardItem::CardItem(PlayerLogic *_owner,
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update();
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});
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// The retyped logic layer drives CardState setters directly (bypassing the CardItem wrappers that called
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// update()), so repaint on every state change: attacking, annotation, doesntUntap, P/T and counters.
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connect(state, &CardState::stateChanged, this, [this] { update(); });
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connect(state, &CardState::viewDeleteRequested, this, &CardItem::deleteLater);
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}
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