[Game/Zones] Simple move refactor to differentiate between logic and graphics for zones (#6903)

* [Game/Zones] Simple move refactor to differentiate between logic and graphics for zones

Took 21 minutes

* Clean up game/zones/logic folder.

Took 6 minutes

* Adjust tests.

Took 3 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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BruebachL 2026-05-18 06:36:18 +02:00 committed by GitHub
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47 changed files with 107 additions and 107 deletions

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#ifndef COCKATRICE_CARD_ZONE_ALGORITHMS_H
#define COCKATRICE_CARD_ZONE_ALGORITHMS_H
namespace CardZoneAlgorithms
{
/**
* Shared insertion logic for zones where cards become visible on add and follow
* the standard pattern: clamp index, insert, clear identity if contents unknown,
* reset state, show card.
*
* Zones with different post-add behavior (signal connections, positional resets,
* hidden cards, or coordinate-based placement) should NOT use this implement
* addCardImpl directly instead.
*
* Template parameters allow testing with lightweight mocks that avoid Qt graphics
* dependencies.
*
* @tparam CardList Must provide: size() -> int, insert(int, CardType*),
* getContentsKnown() -> bool
* @tparam CardType Must provide: setId(int), setCardRef(CardRefType),
* resetState(bool), setVisible(bool)
* @param keepAnnotations Forwarded to card->resetState(). Stack-like zones preserve
* annotations across zone transitions; hand-like zones clear them.
*/
template <typename CardList, typename CardType>
void addCardToList(CardList &cards, CardType *card, int x, bool keepAnnotations)
{
if (x < 0 || x >= cards.size()) {
x = static_cast<int>(cards.size());
}
cards.insert(x, card);
if (!cards.getContentsKnown()) {
card->setId(-1);
card->setCardRef({});
}
card->resetState(keepAnnotations);
card->setVisible(true);
}
} // namespace CardZoneAlgorithms
#endif // COCKATRICE_CARD_ZONE_ALGORITHMS_H