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[Server/Client/Protocol] Shuffle or reorder player seats before a game starts (#7398)
* [Protocol] Add shuffle players option and player order command/event Adds a 'Shuffle players at start' option to game creation plus a local player id on the game state so clients can reconcile seat changes, and a SET_PLAYER_ORDER command (1206) with a PLAYER_ORDER_CHANGED event (2023) so the game host can set or randomize the seating order. Took 6 minutes * [Server] Shuffle and reorder player seats before a game starts Auto-shuffles the seats at game start when enabled (now for games with two or more players instead of three or more) and handles the new SET_PLAYER_ORDER command so the game host or a moderator can reorder or randomize the seats before the game starts. Re-seating re-keys the player ids while keeping the per-user game/seat routing and persistent player records in sync, then broadcasts the new order to everyone. * [Client] Add shuffle players option and turn order dialog Adds the 'Shuffle players at start' checkbox to game creation and a host-only 'Set turn order...' action that opens a dialog to reorder or randomize the seats before the game starts. Seating changes are shown in the game's message log. * [Client] Move the turn order dialog strings into retranslateUi Follows the DlgInviteToGame convention so the dialog can be retranslated instead of freezing its strings at construction time. * [Server] Keep player ids stable across seat shuffles * [Client] Lay out table and turn order dialog in seat order * [Server] Send game-joined player list in seat order * [Client] Reword the shuffle option to match its behaviour * [Client] Address the seat-order review comments - Give the game setup checkboxes a row of their own so they no longer collide in the create-game dialog - Rename DlgTurnOrder::randomize() to isRandomizeRequested() - Document what the ids in GameState::seatOrder mean - Keep "Set turn order..." in sync with the game: hidden for non-hosts and once the game has started, re-shown when the game ends or hosting moves to the local player (new GameState::hostChanged signal) * [Client] Do not preview a randomized turn order Randomizing is a request to the server, not a local shuffle. Shuffling the list locally meant the dialog showed an order the server then discarded, and let the host re-open it until a favourable order appeared. The dialog now switches to a mode that says the server will randomize and toggles back to the manual list on request. * [Client] Let moderators set the turn order The server accepts SET_PLAYER_ORDER from the host or a moderator, but the client hid the action from everyone except the host, making the moderator branch unreachable. Visibility and the handler now share canSetTurnOrder(). * [Server] Rely on the player order event instead of a full state resend cmdSetPlayerOrder re-sent the whole game state after reseating, so every client reloaded its deck view mid-lobby for no reason. The new seating reaches clients through the Event_PlayerOrderChanged that reseatPlayers broadcasts. * [Client] Show random turn order in the game selector The restrictions column listed "open decklists" but not the new seating option, so a joining player had no way to see that seats will be randomized each game. Game info already shows the disabled checkbox. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
parent
ca2301bc96
commit
5ea16c805f
34 changed files with 1054 additions and 15 deletions
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@ -116,14 +116,17 @@ void DlgCreateGame::sharedCtor()
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shareDecklistsOnLoadCheckBox = new QCheckBox(tr("Open decklists in lobby"));
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shufflePlayersCheckBox = new QCheckBox(tr("Randomize turn order (seats) on each game start"));
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createGameAsJudgeCheckBox = new QCheckBox(tr("Create game as judge"));
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auto *gameSetupOptionsLayout = new QGridLayout;
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gameSetupOptionsLayout->addWidget(startingLifeTotalLabel, 0, 0);
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gameSetupOptionsLayout->addWidget(startingLifeTotalEdit, 0, 1);
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gameSetupOptionsLayout->addWidget(shareDecklistsOnLoadCheckBox, 1, 0);
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gameSetupOptionsLayout->addWidget(shareDecklistsOnLoadCheckBox, 1, 0, 1, 2);
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gameSetupOptionsLayout->addWidget(shufflePlayersCheckBox, 2, 0, 1, 2);
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if (room && room->getUserInfo()->user_level() & ServerInfo_User::IsJudge) {
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gameSetupOptionsLayout->addWidget(createGameAsJudgeCheckBox, 2, 0);
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gameSetupOptionsLayout->addWidget(createGameAsJudgeCheckBox, 3, 0, 1, 2);
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} else {
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createGameAsJudgeCheckBox->setChecked(false);
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createGameAsJudgeCheckBox->setHidden(true);
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@ -184,6 +187,7 @@ DlgCreateGame::DlgCreateGame(TabRoom *_room, const QMap<int, QString> &_gameType
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createGameAsSpectatorCheckBox->setChecked(SettingsCache::instance().game().getCreateGameAsSpectator());
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startingLifeTotalEdit->setValue(SettingsCache::instance().game().getDefaultStartingLifeTotal());
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shareDecklistsOnLoadCheckBox->setChecked(SettingsCache::instance().game().getShareDecklistsOnLoad());
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shufflePlayersCheckBox->setChecked(SettingsCache::instance().game().getShufflePlayers());
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if (!rememberGameSettings->isChecked()) {
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actReset();
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@ -217,6 +221,7 @@ DlgCreateGame::DlgCreateGame(const ServerInfo_Game &gameInfo, const QMap<int, QS
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createGameAsSpectatorCheckBox->setEnabled(false);
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startingLifeTotalEdit->setEnabled(false);
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shareDecklistsOnLoadCheckBox->setEnabled(false);
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shufflePlayersCheckBox->setEnabled(false);
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descriptionEdit->setText(QString::fromStdString(gameInfo.description()));
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maxPlayersEdit->setValue(gameInfo.max_players());
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@ -227,6 +232,7 @@ DlgCreateGame::DlgCreateGame(const ServerInfo_Game &gameInfo, const QMap<int, QS
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spectatorsCanTalkCheckBox->setChecked(gameInfo.spectators_can_chat());
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spectatorsSeeEverythingCheckBox->setChecked(gameInfo.spectators_omniscient());
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shareDecklistsOnLoadCheckBox->setChecked(gameInfo.share_decklists_on_load());
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shufflePlayersCheckBox->setChecked(gameInfo.shuffle_players());
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QSet<int> types;
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for (int i = 0; i < gameInfo.game_types_size(); ++i) {
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@ -264,6 +270,7 @@ void DlgCreateGame::actReset()
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startingLifeTotalEdit->setValue(20);
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shareDecklistsOnLoadCheckBox->setChecked(false);
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shufflePlayersCheckBox->setChecked(false);
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createGameAsJudgeCheckBox->setChecked(false);
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QMapIterator<int, QRadioButton *> gameTypeCheckBoxIterator(gameTypeCheckBoxes);
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@ -294,6 +301,7 @@ void DlgCreateGame::actOK()
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cmd.set_join_as_spectator(createGameAsSpectatorCheckBox->isChecked());
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cmd.set_starting_life_total(startingLifeTotalEdit->value());
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cmd.set_share_decklists_on_load(shareDecklistsOnLoadCheckBox->isChecked());
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cmd.set_shuffle_players(shufflePlayersCheckBox->isChecked());
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auto _gameTypes = QString();
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QMapIterator<int, QRadioButton *> gameTypeCheckBoxIterator(gameTypeCheckBoxes);
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@ -318,6 +326,7 @@ void DlgCreateGame::actOK()
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SettingsCache::instance().game().setCreateGameAsSpectator(createGameAsSpectatorCheckBox->isChecked());
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SettingsCache::instance().game().setDefaultStartingLifeTotal(startingLifeTotalEdit->value());
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SettingsCache::instance().game().setShareDecklistsOnLoad(shareDecklistsOnLoadCheckBox->isChecked());
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SettingsCache::instance().game().setShufflePlayers(shufflePlayersCheckBox->isChecked());
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SettingsCache::instance().game().setGameTypes(_gameTypes);
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}
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PendingCommand *pend = room->prepareRoomCommand(cmd);
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@ -51,6 +51,7 @@ private:
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QCheckBox *spectatorsAllowedCheckBox, *spectatorsNeedPasswordCheckBox, *spectatorsCanTalkCheckBox,
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*spectatorsSeeEverythingCheckBox, *createGameAsJudgeCheckBox, *createGameAsSpectatorCheckBox;
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QCheckBox *shareDecklistsOnLoadCheckBox;
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QCheckBox *shufflePlayersCheckBox;
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QDialogButtonBox *buttonBox;
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QPushButton *clearButton;
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QCheckBox *rememberGameSettings;
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136
cockatrice/src/interface/widgets/dialogs/dlg_turn_order.cpp
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136
cockatrice/src/interface/widgets/dialogs/dlg_turn_order.cpp
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@ -0,0 +1,136 @@
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#include "dlg_turn_order.h"
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#include <QDialogButtonBox>
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#include <QHBoxLayout>
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#include <QLabel>
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#include <QListWidget>
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#include <QListWidgetItem>
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#include <QPushButton>
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#include <QVBoxLayout>
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DlgTurnOrder::DlgTurnOrder(const QStringList &_playerNames, QWidget *parent)
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: QDialog(parent), randomizeRequested(false)
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{
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listWidget = new QListWidget(this);
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listWidget->addItems(_playerNames);
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listWidget->setCurrentRow(0);
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connect(listWidget, &QListWidget::currentRowChanged, this, &DlgTurnOrder::selectionChanged);
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moveUpButton = new QPushButton(this);
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connect(moveUpButton, &QPushButton::clicked, this, &DlgTurnOrder::actMoveUp);
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moveDownButton = new QPushButton(this);
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connect(moveDownButton, &QPushButton::clicked, this, &DlgTurnOrder::actMoveDown);
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randomizeButton = new QPushButton(this);
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connect(randomizeButton, &QPushButton::clicked, this, &DlgTurnOrder::actRandomize);
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// Shown in place of the list while the server is asked to randomize: the
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// order is chosen server side, so there is nothing to preview here.
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hintLabel = new QLabel(this);
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hintLabel->setWordWrap(true);
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hintLabel->setAlignment(Qt::AlignCenter);
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auto *buttonColumn = new QVBoxLayout;
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buttonColumn->addWidget(moveUpButton);
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buttonColumn->addWidget(moveDownButton);
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buttonColumn->addWidget(randomizeButton);
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buttonColumn->addStretch();
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auto *listLayout = new QHBoxLayout;
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listLayout->addWidget(listWidget);
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listLayout->addWidget(hintLabel, 1);
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listLayout->addLayout(buttonColumn);
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auto *buttonBox = new QDialogButtonBox(QDialogButtonBox::Ok | QDialogButtonBox::Cancel);
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connect(buttonBox, &QDialogButtonBox::accepted, this, &DlgTurnOrder::actOk);
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connect(buttonBox, &QDialogButtonBox::rejected, this, &DlgTurnOrder::reject);
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auto *mainLayout = new QVBoxLayout;
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mainLayout->addLayout(listLayout);
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mainLayout->addWidget(buttonBox);
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setLayout(mainLayout);
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updateButtons();
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updateMode();
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setMinimumWidth(300);
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}
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void DlgTurnOrder::retranslateUi()
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{
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setWindowTitle(tr("Set turn order"));
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moveUpButton->setText(tr("Move up"));
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moveDownButton->setText(tr("Move down"));
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randomizeButton->setText(randomizeRequested ? tr("Set order manually") : tr("Randomize"));
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hintLabel->setText(tr("The server will randomize the turn order."));
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}
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QStringList DlgTurnOrder::order() const
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{
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QStringList playerNames;
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for (int i = 0; i < listWidget->count(); ++i) {
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playerNames.append(listWidget->item(i)->text());
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}
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return playerNames;
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}
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void DlgTurnOrder::moveSelected(int delta)
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{
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const int row = listWidget->currentRow();
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const int newRow = row + delta;
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if (row < 0 || newRow < 0 || newRow >= listWidget->count()) {
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return;
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}
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QListWidgetItem *item = listWidget->takeItem(row);
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listWidget->insertItem(newRow, item);
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listWidget->setCurrentRow(newRow);
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updateButtons();
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}
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void DlgTurnOrder::updateMode()
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{
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listWidget->setVisible(!randomizeRequested);
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hintLabel->setVisible(randomizeRequested);
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moveUpButton->setVisible(!randomizeRequested);
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moveDownButton->setVisible(!randomizeRequested);
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retranslateUi();
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}
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void DlgTurnOrder::updateButtons()
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{
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const int row = listWidget->currentRow();
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const int count = listWidget->count();
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const bool manualOrder = !randomizeRequested;
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moveUpButton->setEnabled(manualOrder && row > 0);
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moveDownButton->setEnabled(manualOrder && row >= 0 && row < count - 1);
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}
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void DlgTurnOrder::actMoveUp()
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{
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moveSelected(-1);
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}
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void DlgTurnOrder::actMoveDown()
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{
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moveSelected(1);
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}
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void DlgTurnOrder::actRandomize()
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{
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// Randomizing is a request to the server, not a local shuffle: showing a
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// preview would let the host re-open the dialog until the order looks
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// favourable for them.
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randomizeRequested = !randomizeRequested;
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updateMode();
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updateButtons();
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}
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void DlgTurnOrder::actOk()
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{
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accept();
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}
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void DlgTurnOrder::selectionChanged()
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{
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updateButtons();
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}
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51
cockatrice/src/interface/widgets/dialogs/dlg_turn_order.h
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51
cockatrice/src/interface/widgets/dialogs/dlg_turn_order.h
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@ -0,0 +1,51 @@
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/**
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* @file dlg_turn_order.h
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* @ingroup GameDialogs
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*/
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//! \todo Document this file.
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#ifndef DLG_TURN_ORDER_H
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#define DLG_TURN_ORDER_H
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#include <QDialog>
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#include <QStringList>
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class QLabel;
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class QListWidget;
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class QPushButton;
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class DlgTurnOrder : public QDialog
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{
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Q_OBJECT
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private:
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QListWidget *listWidget;
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QLabel *hintLabel;
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QPushButton *moveUpButton;
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QPushButton *moveDownButton;
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QPushButton *randomizeButton;
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bool randomizeRequested;
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void moveSelected(int delta);
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void updateMode();
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void updateButtons();
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private slots:
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void actMoveUp();
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void actMoveDown();
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void actRandomize();
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void actOk();
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void selectionChanged();
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public:
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explicit DlgTurnOrder(const QStringList &_playerNames, QWidget *parent = nullptr);
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void retranslateUi();
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[[nodiscard]] bool isRandomizeRequested() const
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{
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return randomizeRequested;
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}
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[[nodiscard]] QStringList order() const;
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};
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#endif
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@ -185,6 +185,9 @@ QVariant GamesModel::data(const QModelIndex &index, int role) const
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if (gameentry.share_decklists_on_load()) {
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result.append(tr("open decklists"));
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}
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if (gameentry.shuffle_players()) {
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result.append(tr("random turn order"));
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}
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return result.join(", ");
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}
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case Qt::DecorationRole: {
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@ -20,6 +20,7 @@
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#include "../interface/widgets/cards/card_info_frame_widget.h"
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#include "../interface/widgets/dialogs/dlg_create_game.h"
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#include "../interface/widgets/dialogs/dlg_invite_to_game.h"
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#include "../interface/widgets/dialogs/dlg_turn_order.h"
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#include "../interface/widgets/server/game_link.h"
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#include "../interface/widgets/server/user/user_list_manager.h"
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#include "../interface/widgets/utility/completer_utils.h"
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@ -195,6 +196,7 @@ void TabGame::connectToGameState()
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{
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connect(game->getGameState(), &GameState::gameStarted, this, &TabGame::startGame);
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connect(game->getGameState(), &GameState::gameStopped, this, &TabGame::stopGame);
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connect(game->getGameState(), &GameState::hostChanged, this, &TabGame::updateTurnOrderAction);
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connect(game->getGameState(), &GameState::activePhaseChanged, this, &TabGame::setActivePhase);
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connect(game->getGameState(), &GameState::activePlayerChanged, this, &TabGame::setActivePlayer);
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}
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@ -263,6 +265,8 @@ void TabGame::connectMessageLogToGameEventHandler()
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connect(game->getGameEventHandler(), &GameEventHandler::logTurnReversed, messageLog,
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&MessageLogWidget::logReverseTurn);
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connect(game->getGameEventHandler(), &GameEventHandler::logTurnOrderChanged, messageLog,
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&MessageLogWidget::logTurnOrderChanged);
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connect(game->getGameEventHandler(), &GameEventHandler::logConcede, messageLog, &MessageLogWidget::logConcede);
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connect(game->getGameEventHandler(), &GameEventHandler::logUnconcede, messageLog, &MessageLogWidget::logUnconcede);
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@ -373,6 +377,9 @@ void TabGame::retranslateUi()
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if (aReverseTurn) {
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aReverseTurn->setText(tr("Reverse turn order"));
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}
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if (aTurnOrder) {
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aTurnOrder->setText(tr("&Set turn order..."));
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}
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if (aRemoveLocalArrows) {
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aRemoveLocalArrows->setText(tr("&Remove all local arrows"));
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}
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@ -629,6 +636,73 @@ void TabGame::actConcede()
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}
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}
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void TabGame::actTurnOrder()
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{
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if (!canSetTurnOrder()) {
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return;
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}
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QStringList playerNames;
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const QList<int> seatOrder = game->getGameState()->getSeatOrder();
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const auto &players = game->getPlayerManager()->getPlayers();
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if (!seatOrder.isEmpty()) {
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for (int playerId : seatOrder) {
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if (PlayerLogic *player = players.value(playerId, nullptr)) {
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playerNames.append(player->getPlayerInfo()->getName());
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}
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}
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// Include any players missing from the tracked order rather than dropping them.
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for (auto it = players.constBegin(); it != players.constEnd(); ++it) {
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const QString name = it.value()->getPlayerInfo()->getName();
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if (!playerNames.contains(name)) {
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playerNames.append(name);
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}
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}
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} else {
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for (PlayerLogic *player : players) {
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playerNames.append(player->getPlayerInfo()->getName());
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}
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}
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DlgTurnOrder dlg(playerNames, this);
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if (dlg.exec() != QDialog::Accepted) {
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return;
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}
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game->getGameEventHandler()->handleSetPlayerOrder(dlg.order(), dlg.isRandomizeRequested());
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}
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/**
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* Whether the local user may change the seating order: only while the game has
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* not started, and only as the host or a moderator - the server allows both
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* (Server_AbstractParticipant::cmdSetPlayerOrder).
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*/
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bool TabGame::canSetTurnOrder() const
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{
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if (game->getGameMetaInfo()->started()) {
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return false;
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}
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if (game->isHost()) {
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return true;
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}
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const ServerInfo_User *userInfo = tabSupervisor->getUserInfo();
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return userInfo != nullptr && (userInfo->user_level() & ServerInfo_User::IsModerator);
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}
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/**
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* Shows the turn order action only when it can actually change anything: the
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* player must be allowed to set the order and the game must not have started.
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* Called whenever either condition may have changed (game start/stop, host
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* change).
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*/
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void TabGame::updateTurnOrderAction()
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{
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if (aTurnOrder == nullptr) {
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return;
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}
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aTurnOrder->setVisible(canSetTurnOrder());
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}
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/**
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* Confirms the leave game and sends the leave game command, if applicable.
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*
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@ -840,6 +914,15 @@ void TabGame::processPlayerLeave(PlayerLogic *leavingPlayer)
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}
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}
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// A shuffled local player has their seat changed, so the deck view container
|
||||
// keyed by their previous id must be cleaned up alongside the leaving player.
|
||||
int leavingPlayerId = leavingPlayer->getPlayerInfo()->getId();
|
||||
if (deckViewContainers.contains(leavingPlayerId)) {
|
||||
TabbedDeckViewContainer *deckView = deckViewContainers.take(leavingPlayerId);
|
||||
deckViewContainerLayout->removeWidget(deckView);
|
||||
deckView->deleteLater();
|
||||
}
|
||||
|
||||
scene->removePlayer(leavingPlayer);
|
||||
}
|
||||
|
||||
|
|
@ -948,6 +1031,7 @@ void TabGame::startGame(bool _resuming)
|
|||
aConcede->setText(tr("&Concede"));
|
||||
aConcede->setEnabled(true);
|
||||
}
|
||||
updateTurnOrderAction();
|
||||
}
|
||||
|
||||
void TabGame::stopGame()
|
||||
|
|
@ -970,6 +1054,7 @@ void TabGame::stopGame()
|
|||
aConcede->setText(tr("&Concede"));
|
||||
aConcede->setEnabled(false);
|
||||
}
|
||||
updateTurnOrderAction();
|
||||
}
|
||||
|
||||
void TabGame::closeGame()
|
||||
|
|
@ -1094,6 +1179,9 @@ void TabGame::createMenuItems()
|
|||
connect(aNextTurn, &QAction::triggered, game->getGameEventHandler(), &GameEventHandler::handleNextTurn);
|
||||
aReverseTurn = new QAction(this);
|
||||
connect(aReverseTurn, &QAction::triggered, game->getGameEventHandler(), &GameEventHandler::handleReverseTurn);
|
||||
aTurnOrder = new QAction(this);
|
||||
connect(aTurnOrder, &QAction::triggered, this, &TabGame::actTurnOrder);
|
||||
updateTurnOrderAction();
|
||||
aRemoveLocalArrows = new QAction(this);
|
||||
connect(aRemoveLocalArrows, &QAction::triggered, this, &TabGame::actRemoveLocalArrows);
|
||||
aRotateViewCW = new QAction(this);
|
||||
|
|
@ -1144,6 +1232,7 @@ void TabGame::createMenuItems()
|
|||
gameMenu->addAction(aNextTurn);
|
||||
aNextTurn->setObjectName("aNextTurn");
|
||||
gameMenu->addAction(aReverseTurn);
|
||||
gameMenu->addAction(aTurnOrder);
|
||||
gameMenu->addSeparator();
|
||||
gameMenu->addAction(aRemoveLocalArrows);
|
||||
gameMenu->addAction(aRotateViewCW);
|
||||
|
|
@ -1172,6 +1261,7 @@ void TabGame::createReplayMenuItems()
|
|||
aNextPhaseAction = nullptr;
|
||||
aNextTurn = nullptr;
|
||||
aReverseTurn = nullptr;
|
||||
aTurnOrder = nullptr;
|
||||
aRemoveLocalArrows = nullptr;
|
||||
aRotateViewCW = nullptr;
|
||||
aRotateViewCCW = nullptr;
|
||||
|
|
@ -1302,6 +1392,7 @@ void TabGame::createPlayAreaWidget(bool bReplay)
|
|||
scene = new GameScene(phasesToolbar, this);
|
||||
connect(game->getPlayerManager(), &PlayerManager::playerConceded, scene, &GameScene::rearrange);
|
||||
connect(game->getPlayerManager(), &PlayerManager::playerCountChanged, scene, &GameScene::rearrange);
|
||||
connect(game->getGameState(), &GameState::seatOrderChanged, scene, &GameScene::rearrange);
|
||||
connect(scene, &GameScene::arrowDeletionRequested, game->getGameEventHandler(),
|
||||
&GameEventHandler::handleArrowDeletion);
|
||||
connect(game->getGameEventHandler(), &GameEventHandler::arrowDeleted, scene, &GameScene::deleteArrow);
|
||||
|
|
|
|||
|
|
@ -94,7 +94,8 @@ private:
|
|||
QMenu *gameMenu, *viewMenu;
|
||||
TearOffMenu *phasesMenu;
|
||||
QAction *aGameInfo, *aConcede, *aCopyGameLink, *aLeaveGame, *aNextPhase, *aNextPhaseAction, *aNextTurn,
|
||||
*aReverseTurn, *aRemoveLocalArrows, *aRotateViewCW, *aRotateViewCCW, *aResetLayout, *aResetReplayLayout;
|
||||
*aReverseTurn, *aTurnOrder, *aRemoveLocalArrows, *aRotateViewCW, *aRotateViewCCW, *aResetLayout,
|
||||
*aResetReplayLayout;
|
||||
QAction *aFocusChat;
|
||||
QAction *aInviteToGame = nullptr;
|
||||
QList<QAction *> phaseActions;
|
||||
|
|
@ -129,6 +130,7 @@ private:
|
|||
|
||||
PlayerLogic *setActivePlayer(int id);
|
||||
void setActivePhase(int phase);
|
||||
bool canSetTurnOrder() const;
|
||||
void createMenuItems();
|
||||
void createReplayMenuItems();
|
||||
void createViewMenuItems();
|
||||
|
|
@ -162,6 +164,8 @@ private slots:
|
|||
void actInviteToGame();
|
||||
void actConcede();
|
||||
void actCopyGameLink();
|
||||
void actTurnOrder();
|
||||
void updateTurnOrderAction();
|
||||
void actRemoveLocalArrows();
|
||||
void actRotateViewCW();
|
||||
void actRotateViewCCW();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue