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https://github.com/Cockatrice/Cockatrice.git
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add phase to delete arrows in to protocol (#6159)
* protocol changes * servatrice changes * add new setting * implement client side with static 4 phases * reading the code explains the code * add subphases to phase.cpp * use new subphase definition
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parent
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16 changed files with 133 additions and 39 deletions
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@ -1210,7 +1210,9 @@ Server_AbstractPlayer::cmdCreateArrow(const Command_CreateArrow &cmd, ResponseCo
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}
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}
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auto arrow = new Server_Arrow(newArrowId(), startCard, targetItem, cmd.arrow_color());
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int currentPhase = game->getActivePhase();
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int deletionPhase = cmd.has_delete_in_phase() ? cmd.delete_in_phase() : currentPhase;
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auto arrow = new Server_Arrow(newArrowId(), startCard, targetItem, cmd.arrow_color(), currentPhase, deletionPhase);
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addArrow(arrow);
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Event_CreateArrow event;
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@ -6,8 +6,14 @@
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#include <libcockatrice/protocol/pb/serverinfo_arrow.pb.h>
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Server_Arrow::Server_Arrow(int _id, Server_Card *_startCard, Server_ArrowTarget *_targetItem, const color &_arrowColor)
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: id(_id), startCard(_startCard), targetItem(_targetItem), arrowColor(_arrowColor)
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Server_Arrow::Server_Arrow(int _id,
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Server_Card *_startCard,
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Server_ArrowTarget *_targetItem,
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const color &_arrowColor,
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int _phaseCreated,
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int _phaseDeleted)
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: id(_id), startCard(_startCard), targetItem(_targetItem), arrowColor(_arrowColor), phaseCreated(_phaseCreated),
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phaseDeleted(_phaseDeleted)
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{
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}
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@ -14,9 +14,15 @@ private:
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Server_Card *startCard;
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Server_ArrowTarget *targetItem;
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color arrowColor;
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int phaseCreated, phaseDeleted;
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public:
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Server_Arrow(int _id, Server_Card *_startCard, Server_ArrowTarget *_targetItem, const color &_arrowColor);
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Server_Arrow(int _id,
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Server_Card *_startCard,
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Server_ArrowTarget *_targetItem,
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const color &_arrowColor,
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int _phaseCreated,
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int _phaseDeleted);
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int getId() const
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{
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return id;
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@ -45,6 +51,10 @@ public:
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{
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return arrowColor;
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}
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bool checkPhaseDeletion(int phase) const // returns true if the arrow should be deleted in this phase
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{
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return phase < phaseCreated || phase >= phaseDeleted;
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}
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void getInfo(ServerInfo_Arrow *info);
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};
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@ -654,6 +654,8 @@ void Server_Game::setActivePlayer(int _activePlayer)
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{
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QMutexLocker locker(&gameMutex);
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removeArrows(0, true);
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activePlayer = _activePlayer;
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Event_SetActivePlayer event;
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@ -663,30 +665,35 @@ void Server_Game::setActivePlayer(int _activePlayer)
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setActivePhase(0);
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}
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void Server_Game::setActivePhase(int _activePhase)
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void Server_Game::setActivePhase(int newPhase)
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{
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QMutexLocker locker(&gameMutex);
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for (auto *player : getPlayers().values()) {
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QList<Server_Arrow *> toDelete = player->getArrows().values();
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for (int i = 0; i < toDelete.size(); ++i) {
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Server_Arrow *a = toDelete[i];
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Event_DeleteArrow event;
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event.set_arrow_id(a->getId());
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sendGameEventContainer(prepareGameEvent(event, player->getPlayerId()));
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player->deleteArrow(a->getId());
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}
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}
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activePhase = _activePhase;
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removeArrows(newPhase);
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activePhase = newPhase;
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Event_SetActivePhase event;
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event.set_phase(activePhase);
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sendGameEventContainer(prepareGameEvent(event, -1));
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}
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void Server_Game::removeArrows(int newPhase, bool force)
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{
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QMutexLocker locker(&gameMutex);
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for (auto *anyPlayer : getPlayers().values()) {
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for (auto *arrowToDelete : anyPlayer->getArrows().values()) { // values creates a copy
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if (force || arrowToDelete->checkPhaseDeletion(newPhase)) {
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Event_DeleteArrow event;
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event.set_arrow_id(arrowToDelete->getId());
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sendGameEventContainer(prepareGameEvent(event, anyPlayer->getPlayerId()));
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anyPlayer->deleteArrow(arrowToDelete->getId());
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}
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}
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}
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}
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void Server_Game::nextTurn()
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{
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QMutexLocker locker(&gameMutex);
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@ -198,8 +198,9 @@ public:
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{
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return activePhase;
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}
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void setActivePlayer(int _activePlayer);
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void setActivePhase(int _activePhase);
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void setActivePlayer(int newPlayer);
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void setActivePhase(int newPhase);
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void removeArrows(int newPhase, bool force = false);
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void nextTurn();
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int getSecondsElapsed() const
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{
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