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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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@ -32,6 +32,7 @@
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#include <QMetaType>
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#include <QPoint>
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#include <QPointF>
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#include <QPointer>
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#include <QSharedPointer>
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#include <QTimer>
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#include <QVariant>
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@ -47,6 +48,7 @@
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#include <libcockatrice/deck_list/loaded_deck.h>
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#include <libcockatrice/interfaces/interface_card_preference_provider.h>
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#include <libcockatrice/interfaces/interface_interface_settings_provider.h>
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#include <libcockatrice/network/client/abstract/abstract_client.h>
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#include <libcockatrice/protocol/pb/command_attach_card.pb.h>
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#include <libcockatrice/protocol/pb/command_change_zone_properties.pb.h>
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#include <libcockatrice/protocol/pb/command_create_arrow.pb.h>
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@ -66,6 +68,8 @@
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#include <libcockatrice/protocol/pb/command_shuffle.pb.h>
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#include <libcockatrice/protocol/pb/command_undo_draw.pb.h>
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#include <libcockatrice/protocol/pb/context_move_card.pb.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/clamped_arithmetic.h>
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#include <libcockatrice/utility/color.h>
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#include <libcockatrice/utility/counter_limits.h>
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@ -1756,15 +1760,25 @@ void PlayerActions::actRevealRandomHandCard(int revealToPlayerId)
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sendGameCommand(cmd);
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}
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PendingCommand *PlayerActions::prepareRandomHandReveal(int revealToPlayerId, int amount)
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void PlayerActions::actRevealRandomHandCards(int revealToPlayerId, int amount)
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{
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QPointer<AbstractClient> client = player->getGame()->getClientForPlayer(player->getPlayerInfo()->getId());
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if (!client) {
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return;
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}
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Command_RevealRandomCards cmd;
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if (revealToPlayerId != -1) {
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cmd.set_player_id(revealToPlayerId);
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}
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cmd.set_zone_name(ZoneNames::HAND);
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cmd.set_number_of_cards(amount);
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return prepareGameCommand(cmd);
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auto *pending = prepareGameCommand(cmd);
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connect(pending, &PendingCommand::finished, this, [this, client](const Response &response) {
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if (client && response.response_code() != Response::RespOk) {
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emit randomHandRevealFailed(response.response_code() == Response::RespInvalidCommand);
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}
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});
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sendGameCommand(pending);
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}
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void PlayerActions::actRevealLibrary(int revealToPlayerId)
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@ -83,7 +83,6 @@ public:
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* @param numberCards How many cards to dump, -1 for all.
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*/
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PendingCommand *prepareZoneDump(CardZoneLogic *zone, int numberCards);
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PendingCommand *prepareRandomHandReveal(int revealToPlayerId, int amount);
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/**
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* @brief Sets the tapped state of the cards that do not already have it.
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@ -121,6 +120,7 @@ public:
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}
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signals:
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void randomHandRevealFailed(bool unsupported);
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void requestViewTopCardsDialog(int defaultNumberTopCards, int deckSize);
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void requestViewBottomCardsDialog(int defaultNumberBottomCards, int deckSize);
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void requestShuffleTopDialog(int defaultNumberTopCards, int maxCards);
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@ -280,6 +280,7 @@ public slots:
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void actReveal(QList<CardState *> selectedCards, QAction *action);
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void actRevealHand(int revealToPlayerId);
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void actRevealRandomHandCard(int revealToPlayerId);
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void actRevealRandomHandCards(int revealToPlayerId, int amount);
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void actRevealLibrary(int revealToPlayerId);
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void actSortHand();
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