[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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20 changed files with 159 additions and 137 deletions

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@ -248,11 +248,14 @@ void TableZone::reorganizeCards()
cardItems()[i]->setPos(actualX, actualY);
cardItems()[i]->setRealZValue(ZValues::tableCardZValue(actualX, actualY));
QListIterator<CardItem *> attachedCardIterator(cardItems()[i]->getAttachedCards());
QListIterator<CardState *> attachedCardIterator(cardItems()[i]->getAttachedCards());
int j = 0;
while (attachedCardIterator.hasNext()) {
++j;
CardItem *attachedCard = attachedCardIterator.next();
CardItem *attachedCard = qobject_cast<CardItem *>(attachedCardIterator.next()->parent());
if (attachedCard == nullptr) {
continue;
}
qreal childX = actualX - j * STACKED_CARD_OFFSET_X;
qreal childY = y + 5;
attachedCard->setPos(childX, childY);