[Client] Lay out table and turn order dialog in seat order

This commit is contained in:
Lukas Brübach 2026-10-11 18:14:01 +02:00
parent 00c0b2c96b
commit 6a25a2f15e
4 changed files with 96 additions and 2 deletions

View file

@ -35,6 +35,7 @@
#include <functional>
#include <libcockatrice/game/abstract_game.h>
#include <libcockatrice/game/board/arrow_data.h>
#include <libcockatrice/game/game_state.h>
#include <libcockatrice/game/player/player_actions.h>
#include <libcockatrice/game/player/player_event_handler.h>
#include <libcockatrice/game/player/player_info.h>
@ -432,6 +433,37 @@ QList<PlayerLogic *> GameScene::collectActivePlayers(int &firstPlayerIndex) cons
}
}
}
// Lay out the table in seat order rather than id order. Players missing
// from the tracked order keep id order at the end.
QList<int> seatOrder;
for (auto *pgItem : playerViews.values()) {
if (PlayerLogic *p = pgItem->getLogic()) {
seatOrder = p->getGame()->getGameState()->getSeatOrder();
break;
}
}
if (!seatOrder.isEmpty()) {
std::sort(activePlayers.begin(), activePlayers.end(), [&](PlayerLogic *a, PlayerLogic *b) {
int indexA = seatOrder.indexOf(a->getPlayerInfo()->getId());
int indexB = seatOrder.indexOf(b->getPlayerInfo()->getId());
if (indexA == -1) {
indexA = seatOrder.size() + a->getPlayerInfo()->getId();
}
if (indexB == -1) {
indexB = seatOrder.size() + b->getPlayerInfo()->getId();
}
return indexA < indexB;
});
// Recompute the local-player index after sorting.
firstPlayerIndex = 0;
for (int i = 0; i < activePlayers.size(); ++i) {
if (activePlayers[i]->getPlayerInfo()->getLocal()) {
firstPlayerIndex = i;
break;
}
}
}
return activePlayers;
}

View file

@ -638,8 +638,25 @@ void TabGame::actTurnOrder()
}
QStringList playerNames;
for (PlayerLogic *player : game->getPlayerManager()->getPlayers()) {
playerNames.append(player->getPlayerInfo()->getName());
const QList<int> seatOrder = game->getGameState()->getSeatOrder();
const auto &players = game->getPlayerManager()->getPlayers();
if (!seatOrder.isEmpty()) {
for (int playerId : seatOrder) {
if (PlayerLogic *player = players.value(playerId, nullptr)) {
playerNames.append(player->getPlayerInfo()->getName());
}
}
// Include any players missing from the tracked order rather than dropping them.
for (auto it = players.constBegin(); it != players.constEnd(); ++it) {
const QString name = it.value()->getPlayerInfo()->getName();
if (!playerNames.contains(name)) {
playerNames.append(name);
}
}
} else {
for (PlayerLogic *player : players) {
playerNames.append(player->getPlayerInfo()->getName());
}
}
DlgTurnOrder dlg(playerNames, this);
@ -1334,6 +1351,7 @@ 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);

View file

@ -458,6 +458,19 @@ void GameEventHandler::eventGameStateChanged(const Event_GameStateChanged &event
emit remotePlayersDecksSelected(opponentDecksToDisplay);
// The server emits player_list in seat order, so record it to lay out the
// table by seating rather than by player id.
QList<int> seatOrder;
for (int i = 0; i < playerListSize; ++i) {
const ServerInfo_PlayerProperties &prop = event.player_list(i).properties();
if (!prop.spectator()) {
seatOrder.append(prop.player_id());
}
}
if (!seatOrder.isEmpty()) {
game->getGameState()->setSeatOrder(seatOrder);
}
game->getGameState()->setGameTime(event.seconds_elapsed());
if (event.game_started() && !game->getGameMetaInfo()->started()) {
@ -670,6 +683,22 @@ void GameEventHandler::eventPlayerOrderChanged(const Event_PlayerOrderChanged &e
for (const auto &name : event.player_names()) {
playerNames.append(QString::fromStdString(name));
}
// Track the seating by stable player id so the table layout and the turn
// order dialog follow the shuffled order instead of id order.
QList<int> seatOrder;
const auto &players = game->getPlayerManager()->getPlayers();
for (const QString &name : playerNames) {
for (auto it = players.constBegin(); it != players.constEnd(); ++it) {
if (it.value() && it.value()->getPlayerInfo()->getName() == name) {
seatOrder.append(it.key());
break;
}
}
}
if (!seatOrder.isEmpty()) {
game->getGameState()->setSeatOrder(seatOrder);
}
emit logTurnOrderChanged(playerNames, event.randomized());
}

View file

@ -112,6 +112,19 @@ public:
return hostId;
}
void setSeatOrder(const QList<int> &order)
{
if (seatOrder != order) {
seatOrder = order;
emit seatOrderChanged(seatOrder);
}
}
QList<int> getSeatOrder() const
{
return seatOrder;
}
int getSecondsElapsed() const
{
return secondsElapsed;
@ -123,6 +136,7 @@ signals:
void gameStopped();
void activePhaseChanged(int activePhase);
void activePlayerChanged(int playerId);
void seatOrderChanged(const QList<int> &seatOrder);
public slots:
void incrementGameTime();
@ -142,6 +156,7 @@ private:
int currentPhase;
int activePlayer;
bool gameClosed;
QList<int> seatOrder;
};
#endif // COCKATRICE_GAME_STATE_H