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[Game] Refactor options in DlgMoveTopCardsUntil into struct (#6718)
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4 changed files with 30 additions and 34 deletions
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@ -485,22 +485,19 @@ void PlayerActions::actMoveTopCardsUntil()
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{
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stopMoveTopCardsUntil();
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DlgMoveTopCardsUntil dlg(player->getGame()->getTab(), movingCardsUntilExprs, movingCardsUntilNumberOfHits,
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movingCardsUntilAutoPlay);
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DlgMoveTopCardsUntil dlg(player->getGame()->getTab(), movingCardsUntilOptions);
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if (!dlg.exec()) {
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return;
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}
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auto expr = dlg.getExpr();
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movingCardsUntilExprs = dlg.getExprs();
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movingCardsUntilNumberOfHits = dlg.getNumberOfHits();
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movingCardsUntilAutoPlay = dlg.isAutoPlay();
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movingCardsUntilOptions = dlg.getOptions();
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if (player->getDeckZone()->getCards().empty()) {
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stopMoveTopCardsUntil();
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} else {
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movingCardsUntilFilter = FilterString(expr);
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movingCardsUntilCounter = movingCardsUntilNumberOfHits;
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movingCardsUntilCounter = movingCardsUntilOptions.numberOfHits;
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movingCardsUntil = true;
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actMoveTopCardToPlay();
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}
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@ -512,7 +509,7 @@ void PlayerActions::moveOneCardUntil(CardItem *card)
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const bool isMatch = card && movingCardsUntilFilter.check(card->getCard().getCardPtr());
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if (isMatch && movingCardsUntilAutoPlay) {
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if (isMatch && movingCardsUntilOptions.autoPlay) {
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// Directly calling playCard will deadlock, since we are already in the middle of processing an event.
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// Use QTimer::singleShot to queue up the playCard on the event loop.
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QTimer::singleShot(0, this, [card, this] { playCard(card, false); });
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