[Refactor] Move card item creation out of game logic (#7436)

* [Refactor] Move card item creation out of game logic

* [Game] Rename signal to createCardRequested per review

* [Game] Move attachment bookkeeping onto CardState

CardState::setAttachedTo now maintains the attachedCards graph, resets the
grid point and emits the zone events itself, so game logic no longer needs
to reach into the CardItem graphics item. CardItem::setAttachedTo delegates
to the state and keeps only the view teardown (deleteLater).

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2026-10-31 18:44:15 +01:00 • committed by GitHub
parent 7ca23430cd
commit 78964779c6
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GPG key ID: B5690EEEBB952194
20 changed files with 159 additions and 137 deletions

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@ -1,7 +1,9 @@
#include "card_zone_logic.h"
#include "../../client/translation.h"
#include "../../game_graphics/board/card_item.h"
#include "../../game_graphics/zones/card_zone.h"
#include "../board/card_list.h"
#include "../board/card_state.h"
#include "../player/player_actions.h"
#include "../player/player_info.h"
#include "../player/player_logic.h"
@ -50,10 +52,15 @@ void CardZoneLogic::addCard(CardState *card, const bool reorganize, const int x,
for (auto *viewLogic : views) {
if (viewLogic->prepareAddCard(x)) {
auto copy = new CardItem(player, nullptr, card->getCardRef(), card->getId());
copy->setFaceDown(card->getFaceDown());
viewLogic->addCard(copy->getState(), reorganize, x, y);
ServerInfo_Card cardInfo;
const CardRef &cardRef = card->getCardRef();
cardInfo.set_name(cardRef.name.toStdString());
cardInfo.set_provider_id(cardRef.providerId.toStdString());
cardInfo.set_id(card->getId());
cardInfo.set_face_down(card->getFaceDown());
cardInfo.set_x(x);
cardInfo.set_y(y);
emit viewLogic->createCardRequested(cardInfo, reorganize);
}
}
@ -168,9 +175,9 @@ void CardZoneLogic::clearContents()
for (CardState *card : toClear) {
// If an incorrectly implemented server doesn't return attached cards to whom they belong before dropping a
// player, we have to return them to avoid a crash.
const QList<CardItem *> &attachedCards = card->getAttachedCards();
for (CardItem *attachedCard : attachedCards) {
emit attachedCard->getZone()->cardAdded(attachedCard->getState());
const QList<CardState *> &attachedCards = card->getAttachedCards();
for (CardState *attachedCard : attachedCards) {
emit attachedCard->getZone()->cardAdded(attachedCard);
}
}