[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>
This commit is contained in:
BruebachL 2026-05-18 06:36:18 +02:00 • committed by GitHub
parent bb1a5b33a1
commit cba9ce2b2b
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47 changed files with 107 additions and 107 deletions

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@ -1,36 +0,0 @@
#include "table_zone_logic.h"
#include "../../board/card_item.h"
TableZoneLogic::TableZoneLogic(Player *_player,
const QString &_name,
bool _hasCardAttr,
bool _isShufflable,
bool _contentsKnown,
QObject *parent)
: CardZoneLogic(_player, _name, _hasCardAttr, _isShufflable, _contentsKnown, parent)
{
}
void TableZoneLogic::addCardImpl(CardItem *card, int _x, int _y)
{
cards.append(card);
if (!card->getFaceDown() && card->getPT().isEmpty()) {
card->setPT(card->getCardInfo().getPowTough());
}
if (card->getCardInfo().getUiAttributes().cipt && card->getCardInfo().getUiAttributes().landscapeOrientation) {
card->setDoesntUntap(true);
}
card->setGridPoint(QPoint(_x, _y));
card->setVisible(true);
}
CardItem *TableZoneLogic::takeCard(int position, int cardId, bool toNewZone)
{
CardItem *result = CardZoneLogic::takeCard(position, cardId);
if (toNewZone) {
emit contentSizeChanged();
}
return result;
}