[Player] Rename player to player logic (#6913)

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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2026-05-19 12:36:31 +02:00 committed by GitHub
parent 71790d8e10
commit 5219cffa6b
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GPG key ID: B5690EEEBB952194
79 changed files with 397 additions and 386 deletions

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@ -6,8 +6,8 @@
#include "../game_graphics/zones/view_zone_widget.h"
#include "board/card_item.h"
#include "phases_toolbar.h"
#include "player/player.h"
#include "player/player_graphics_item.h"
#include "player/player_logic.h"
#include <QBasicTimer>
#include <QDebug>
@ -78,7 +78,7 @@ QList<CardItem *> GameScene::selectedCards() const
*
* Connects to the player's sizeChanged signal to recompute layout on resize.
*/
void GameScene::addPlayer(Player *player)
void GameScene::addPlayer(PlayerLogic *player)
{
qCInfo(GameScenePlayerAdditionRemovalLog) << "GameScene::addPlayer name=" << player->getPlayerInfo()->getName();
@ -93,7 +93,7 @@ void GameScene::addPlayer(Player *player)
*
* Closes any zone views associated with the player and recomputes layout.
*/
void GameScene::removePlayer(Player *player)
void GameScene::removePlayer(PlayerLogic *player)
{
qCInfo(GameScenePlayerAdditionRemovalLog) << "GameScene::removePlayer name=" << player->getPlayerInfo()->getName();
@ -178,14 +178,14 @@ void GameScene::processViewSizeChange(const QSize &newSize)
*
* Used to determine rotation and layout order.
*/
QList<Player *> GameScene::collectActivePlayers(int &firstPlayerIndex) const
QList<PlayerLogic *> GameScene::collectActivePlayers(int &firstPlayerIndex) const
{
QList<Player *> activePlayers;
QList<PlayerLogic *> activePlayers;
firstPlayerIndex = 0;
bool firstPlayerFound = false;
for (auto *pgItem : players) {
Player *p = pgItem->getPlayer();
PlayerLogic *p = pgItem->getPlayer();
if (p && !p->getConceded()) {
activePlayers.append(p);
if (!firstPlayerFound && p->getPlayerInfo()->getLocal()) {
@ -205,9 +205,9 @@ QList<Player *> GameScene::collectActivePlayers(int &firstPlayerIndex) const
*
* Applies rotation offset and ensures the list wraps correctly.
*/
QList<Player *> GameScene::rotatePlayers(const QList<Player *> &activePlayers, int firstPlayerIndex) const
QList<PlayerLogic *> GameScene::rotatePlayers(const QList<PlayerLogic *> &activePlayers, int firstPlayerIndex) const
{
QList<Player *> rotated = activePlayers;
QList<PlayerLogic *> rotated = activePlayers;
if (!rotated.isEmpty()) {
int totalRotation = firstPlayerIndex + playerRotation;
while (totalRotation < 0) {
@ -238,7 +238,7 @@ int GameScene::determineColumnCount(int playerCount)
* - Position players in columns with spacing.
* - Mirror graphics for visual balance.
*/
QSizeF GameScene::computeSceneSizeAndPlayerLayout(const QList<Player *> &playersPlaying, int columns)
QSizeF GameScene::computeSceneSizeAndPlayerLayout(const QList<PlayerLogic *> &playersPlaying, int columns)
{
playersByColumn.clear();
@ -246,7 +246,7 @@ QSizeF GameScene::computeSceneSizeAndPlayerLayout(const QList<Player *> &players
qreal sceneHeight = 0, sceneWidth = -playerAreaSpacing;
QList<int> columnWidth;
QListIterator<Player *> playersIter(playersPlaying);
QListIterator<PlayerLogic *> playersIter(playersPlaying);
for (int col = 0; col < columns; ++col) {
playersByColumn.append(QList<PlayerGraphicsItem *>());
columnWidth.append(0);
@ -254,7 +254,7 @@ QSizeF GameScene::computeSceneSizeAndPlayerLayout(const QList<Player *> &players
int rowsInColumn = rows - (playersPlaying.size() % columns) * col; // Adjust rows for uneven columns
for (int j = 0; j < rowsInColumn; ++j) {
Player *player = playersIter.next();
PlayerLogic *player = playersIter.next();
if (col == 0) {
playersByColumn[col].prepend(player->getGraphicsItem());
} else {
@ -435,7 +435,7 @@ CardItem *GameScene::findTopmostCardInZone(const QList<QGraphicsItem *> &items,
* If an identical view exists, it is closed. Otherwise, a new ZoneViewWidget is created
* and positioned based on zone type.
*/
void GameScene::toggleZoneView(Player *player, const QString &zoneName, int numberCards, bool isReversed)
void GameScene::toggleZoneView(PlayerLogic *player, const QString &zoneName, int numberCards, bool isReversed)
{
for (auto &view : zoneViews) {
ZoneViewZone *temp = view->getZone();
@ -468,7 +468,7 @@ void GameScene::toggleZoneView(Player *player, const QString &zoneName, int numb
* @param cardList List of cards to show.
* @param withWritePermission Whether edits are allowed.
*/
void GameScene::addRevealedZoneView(Player *player,
void GameScene::addRevealedZoneView(PlayerLogic *player,
CardZoneLogic *zone,
const QList<const ServerInfo_Card *> &cardList,
bool withWritePermission)