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https://github.com/Cockatrice/Cockatrice.git
synced 2026-11-05 09:33:25 -08:00
Route random hand reveals through PlayerActions
Keep command creation, dispatch and response handling in the game action layer. HandMenu requests the typed operation and presents the count and failure dialogs. Show the chosen recipient, distinguish the count action from the immediate single-card reveal, and use the game window as parent.
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parent
ccdee18db2
commit
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5 changed files with 59 additions and 28 deletions
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@ -6,6 +6,8 @@
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#include "../player_graphics_item.h"
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#include <QAction>
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#include <QGraphicsScene>
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#include <QGraphicsView>
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#include <QInputDialog>
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#include <QKeySequence>
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#include <QList>
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@ -24,8 +26,6 @@
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#include <libcockatrice/game/player/player_manager.h>
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#include <libcockatrice/game/zones/hand_zone_logic.h>
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#include <libcockatrice/network/client/abstract/abstract_client.h>
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#include <libcockatrice/protocol/pb/response.pb.h>
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#include <libcockatrice/protocol/pending_command.h>
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#include <libcockatrice/utility/zone_names.h>
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class QWidget;
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@ -33,6 +33,7 @@ class QWidget;
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HandMenu::HandMenu(PlayerGraphicsItem *_player, QWidget *parent) : TearOffMenu(parent), player(_player)
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{
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auto *actions = player->getLogic()->getPlayerActions();
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connect(actions, &PlayerActions::randomHandRevealFailed, this, &HandMenu::onRandomHandRevealFailed);
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if (player->getLogic()->getPlayerInfo()->local || player->getLogic()->getPlayerInfo()->judge) {
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aViewHand = new QAction(this);
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@ -161,7 +162,7 @@ void HandMenu::retranslateUi()
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mRevealRandomHandCard->setTitle(tr("Reveal r&andom card to..."));
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aRevealRandomHandCardToAll->setText(tr("All players"));
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mRevealRandomHandCards->setTitle(tr("Reveal random cards to..."));
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mRevealRandomHandCards->setTitle(tr("Reveal a chosen number of random cards to..."));
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aRevealRandomHandCardsToAll->setText(tr("All players"));
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}
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}
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@ -253,15 +254,19 @@ void HandMenu::onRevealRandomHandCardTriggered()
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void HandMenu::populateRevealRandomHandCardsMenuWithActivePlayers()
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{
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const bool hasCards = !player->getLogic()->getHandZone()->getCards().isEmpty();
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mRevealRandomHandCards->clear();
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aRevealRandomHandCardsToAll->setEnabled(hasCards);
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mRevealRandomHandCards->addAction(aRevealRandomHandCardsToAll);
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mRevealRandomHandCards->addSeparator();
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for (auto *other : player->getLogic()->getGame()->getPlayerManager()->getPlayers()) {
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const auto &players = player->getLogic()->getGame()->getPlayerManager()->getPlayers().values();
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for (auto *other : players) {
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if (other == player->getLogic()) {
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continue;
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}
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auto *action = mRevealRandomHandCards->addAction(other->getPlayerInfo()->getName());
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action->setData(other->getPlayerInfo()->getId());
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action->setEnabled(hasCards);
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connect(action, &QAction::triggered, this, &HandMenu::onRevealRandomHandCardsTriggered);
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}
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}
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@ -280,36 +285,45 @@ void HandMenu::onRevealRandomHandCardsTriggered()
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if (!client) {
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return;
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}
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auto *dialog = new QInputDialog(this);
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auto *dialog = new QInputDialog(dialogParent());
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dialog->setAttribute(Qt::WA_DeleteOnClose);
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dialog->setWindowTitle(tr("Reveal Random Hand Cards"));
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dialog->setLabelText(tr("Number of distinct random cards to reveal:"));
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dialog->setLabelText(tr("Number of distinct random cards to reveal to %1:").arg(action->text()));
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dialog->setInputMode(QInputDialog::IntInput);
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dialog->setIntRange(1, handSize);
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dialog->setIntValue(qMin(2, handSize));
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connect(this, &QObject::destroyed, dialog, &QDialog::reject);
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connect(client, &QObject::destroyed, dialog, &QDialog::reject);
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connect(actions, &QObject::destroyed, dialog, &QDialog::reject);
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connect(dialog, &QDialog::accepted, this, [this, dialog, actions, client, targetId] {
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connect(dialog, &QDialog::accepted, this, [dialog, actions, client, targetId] {
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if (!actions || !client) {
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return;
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}
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auto *pending = actions->prepareRandomHandReveal(targetId, dialog->intValue());
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connect(pending, &PendingCommand::finished, this, [this, actions, client](const Response &response) {
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if (!actions || !client || response.response_code() == Response::RespOk) {
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return;
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}
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const QString text =
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response.response_code() == Response::RespInvalidCommand
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? tr("This server does not support revealing multiple random cards. No cards were revealed.")
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: tr("The random reveal could not be completed. The hand or recipient may have changed.");
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auto *message =
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new QMessageBox(QMessageBox::Warning, tr("Reveal Random Hand Cards"), text, QMessageBox::Ok, this);
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message->setAttribute(Qt::WA_DeleteOnClose);
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connect(actions, &QObject::destroyed, message, &QDialog::reject);
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connect(client, &QObject::destroyed, message, &QDialog::reject);
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message->open();
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});
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actions->sendGameCommand(pending);
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actions->actRevealRandomHandCards(targetId, dialog->intValue());
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});
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dialog->open();
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}
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QWidget *HandMenu::dialogParent() const
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{
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if (auto *view = player->scene() ? player->scene()->views().value(0) : nullptr) {
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return view->window();
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}
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return nullptr;
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}
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void HandMenu::onRandomHandRevealFailed(bool unsupported)
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{
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const QString text =
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unsupported ? tr("This server does not support revealing multiple random cards. No cards were revealed.")
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: tr("The random reveal could not be completed. The hand or recipient may have changed.");
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auto *message = new QMessageBox(QMessageBox::Warning, tr("Reveal Random Hand Cards"), text, QMessageBox::Ok,
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dialogParent());
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message->setAttribute(Qt::WA_DeleteOnClose);
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connect(this, &QObject::destroyed, message, &QDialog::reject);
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connect(player->getLogic()->getPlayerActions(), &QObject::destroyed, message, &QDialog::reject);
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if (auto *client = player->getLogic()->getGame()->getClientForPlayer(player->getLogic()->getPlayerInfo()->getId())) {
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connect(client, &QObject::destroyed, message, &QDialog::reject);
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}
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message->open();
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}
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