[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;
}