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Player refactor (#6112)
* Player refactor. Took 1 hour 43 minutes Took 1 minute Took 23 seconds * Tiny lint. Took 3 minutes * Hook up tap logic again. Took 13 minutes * Fix an include. Took 3 minutes * Stuff. Took 6 minutes * Fix typo. Took 7 minutes * Include. Took 1 minute * Reorganize method/variable definitions, remove unused ones. Took 1 hour 8 minutes Took 24 seconds * Clean up some unused imports. Took 6 minutes * Player holds the deck, emits deckChanged(), other elements player->getDeck() to respond to changes. Took 37 minutes * Connect player->openDeckEditor signal directly in the player constructor Took 6 minutes * Emit openDeckEditor signal in player_actions again. Took 3 minutes * Do to-do's Took 3 hours 32 minutes * Lint. Took 3 minutes * Lint again. Took 2 minutes * Fix include. Took 32 minutes * The stack should ensure card visibility. Took 21 minutes * Fine, the game can remember the tab. Took 10 minutes Took 21 seconds Took 9 seconds * zoneId is a dynamic gameplay property and thus belongs in player.cpp Took 11 minutes Took 19 seconds * Signal view removal, addition. Took 5 minutes * Ensure all players are considered local in local game. Took 10 minutes * ENSURE they are. Took 8 minutes * Bounds check data sent by QAction() Took 54 minutes * Move comment. Took 20 seconds * Reimplement logging category for game_event_handler.cpp, remove linebreaks. Took 36 seconds * PlayerGraphicsItem is responsible for retranslateUi, not Player. Took 14 seconds * Set menu for sideboard again, translate some menu titles, reimplement actIncPT action Took 54 seconds * Comment spacing. Took 43 seconds * Change message_log_widget.cpp slots to take CardZoneLogic parameters as emitted by PlayerEventHandler. Took 7 minutes Took 14 seconds * Remove unused player_logger.cpp Took 2 minutes * Query local game state correctly from tab_supervisor again Took 3 minutes * Revert Deck legality checker. Took 3 minutes * Instantiate menu before graphics item. Took 1 hour 5 minutes Took 55 minutes * Differentiate games and replays. Took 9 seconds * Lint. Took 10 minutes --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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92 changed files with 7104 additions and 5827 deletions
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@ -2,10 +2,9 @@
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#define TAB_GAME_H
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#include "../../client/tearoff_menu.h"
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#include "../../game/game_event_handler.h"
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#include "../../game/game_meta_info.h"
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#include "../../game/game_state.h"
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#include "../../game/abstract_game.h"
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#include "../../game/player/player.h"
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#include "../../server/message_log_widget.h"
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#include "../replay_manager.h"
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#include "../ui/widgets/visual_deck_storage/visual_deck_storage_widget.h"
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#include "pb/event_leave.pb.h"
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@ -52,11 +51,8 @@ class TabGame : public Tab
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{
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Q_OBJECT
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private:
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GameMetaInfo *gameMetaInfo;
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GameState *gameState;
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GameEventHandler *gameEventHandler;
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AbstractGame *game;
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const UserListProxy *userListProxy;
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CardItem *activeCard;
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ReplayManager *replayManager;
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QStringList gameTypes;
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QCompleter *completer;
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@ -114,16 +110,12 @@ private:
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void createReplayDock(GameReplay *replay);
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signals:
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void gameClosing(TabGame *tab);
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void playerAdded(Player *player);
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void playerRemoved(Player *player);
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void containerProcessingStarted(const GameEventContext &context);
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void containerProcessingDone();
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void openMessageDialog(const QString &userName, bool focus);
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void openDeckEditor(const DeckLoader *deck);
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void notIdle();
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void playerConceded();
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void playerUnconceded();
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void phaseChanged(int phase);
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void gameLeft();
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void chatMessageSent(QString chatMessage);
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@ -173,41 +165,22 @@ public:
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const Event_GameJoined &event,
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const QMap<int, QString> &_roomGameTypes);
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void connectToGameState();
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void connectToPlayerManager();
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void connectToGameEventHandler();
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void connectMessageLogToGameEventHandler();
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void connectMessageLogToPlayerHandler();
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void connectPlayerListToGameEventHandler();
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void loadReplay(GameReplay *replay);
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TabGame(TabSupervisor *_tabSupervisor, GameReplay *replay);
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~TabGame() override;
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void retranslateUi() override;
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void updatePlayerListDockTitle();
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bool closeRequest() override;
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GameMetaInfo *getGameMetaInfo()
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{
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return gameMetaInfo;
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}
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GameState *getGameState() const
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{
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return gameState;
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}
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GameEventHandler *getGameEventHandler() const
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{
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return gameEventHandler;
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}
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CardItem *getCard(int playerId, const QString &zoneName, int cardId) const;
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QString getTabText() const override;
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AbstractClient *getClientForPlayer(int playerId) const;
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void setActiveCard(CardItem *card);
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CardItem *getActiveCard() const
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AbstractGame *getGame() const
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{
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return activeCard;
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return game;
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}
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public slots:
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