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[Refactor] Retype card containers and zone logic onto CardState (#7434)
* [Refactor] Retype card containers and zone logic onto CardState * [Game] Restore attach bookkeeping via CardItem and repaint on state change * [Refactor] Give custom zones a hidden graphics owner Custom PileZoneLogic zones had no CardZone, so moving a card into one left the CardItem drawn at its old spot. Create a hidden PileZone in onCustomZoneAdded so cards are reparented and hidden. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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33 changed files with 232 additions and 159 deletions
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@ -239,7 +239,7 @@ signals:
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void logUndoDraw(PlayerLogic *player, QString cardName);
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void logUndoDrawFailed(PlayerLogic *player);
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void logMoveCard(PlayerLogic *player,
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CardItem *card,
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CardState *card,
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CardZoneLogic *startZone,
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int oldX,
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CardZoneLogic *targetZone,
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@ -249,11 +249,11 @@ signals:
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void logAttachCard(PlayerLogic *player, QString cardName, PlayerLogic *targetPlayer, QString targetCardName);
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void logUnattachCard(PlayerLogic *player, QString cardName);
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void logSetCardCounter(PlayerLogic *player, QString cardName, int counterId, int value, int oldValue);
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void logSetTapped(PlayerLogic *player, CardItem *card, bool tapped);
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void logSetTapped(PlayerLogic *player, CardState *card, bool tapped);
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void logSetCounter(PlayerLogic *player, QString counterName, int value, int oldValue);
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void logSetDoesntUntap(PlayerLogic *player, CardItem *card, bool doesntUntap);
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void logSetPT(PlayerLogic *player, CardItem *card, QString newPT);
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void logSetAnnotation(PlayerLogic *player, CardItem *card, QString newAnnotation);
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void logSetDoesntUntap(PlayerLogic *player, CardState *card, bool doesntUntap);
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void logSetPT(PlayerLogic *player, CardState *card, QString newPT);
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void logSetAnnotation(PlayerLogic *player, CardState *card, QString newAnnotation);
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void logDumpZone(PlayerLogic *player, CardZoneLogic *zone, int numberCards, bool isReversed = false);
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void logRevealCards(PlayerLogic *player,
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CardZoneLogic *zone,
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@ -283,7 +283,7 @@ private:
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PlayerLogic *player;
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void setCardAttrHelper(const GameEventContext &context,
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CardItem *card,
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CardState *card,
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CardAttribute attribute,
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const QString &avalue,
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bool allCards,
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