[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>
This commit is contained in:
BruebachL 2026-10-31 18:44:14 +01:00 • committed by GitHub
parent 5d0d466930
commit 65e9f1b370
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33 changed files with 232 additions and 159 deletions

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@ -177,6 +177,22 @@ void PlayerGraphicsItem::initializeZones()
void PlayerGraphicsItem::onCustomZoneAdded(QString customZoneName)
{
// Custom zones have no board view, but their cards still need a graphics owner.
// Without one, PileZone::onCardAdded never runs and cards moved from the table
// or hand into a custom zone stay drawn at their old spot. Give them a hidden
// pile zone so added cards are reparented to (0, 0) and hidden.
CardZoneLogic *logic = player->getZone(customZoneName);
if (auto *pileLogic = qobject_cast<PileZoneLogic *>(logic)) {
auto *hiddenZone = new PileZone(pileLogic, this);
hiddenZone->setVisible(false);
hiddenZone->setPos(0, 0);
zoneGraphicsItems.insert(customZoneName, hiddenZone);
// Hide any cards that arrived before the graphics item existed.
for (CardState *state : pileLogic->getCards()) {
hiddenZone->onCardAdded(state);
}
return;
}
zoneGraphicsItems.insert(customZoneName, nullptr); // Custom zone view goes here, if we ever implement it.
}