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[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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47 changed files with 107 additions and 107 deletions
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cockatrice/src/game/zones/pile_zone_logic.h
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cockatrice/src/game/zones/pile_zone_logic.h
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/**
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* @file pile_zone_logic.h
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* @ingroup GameLogicZones
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* @brief TODO: Document this.
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*/
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#ifndef COCKATRICE_PILE_ZONE_LOGIC_H
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#define COCKATRICE_PILE_ZONE_LOGIC_H
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#include "card_zone_logic.h"
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class PileZoneLogic : public CardZoneLogic
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{
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Q_OBJECT
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signals:
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void callUpdate();
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public:
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PileZoneLogic(Player *_player,
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const QString &_name,
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bool _hasCardAttr,
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bool _isShufflable,
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bool _contentsKnown,
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QObject *parent = nullptr);
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protected:
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void addCardImpl(CardItem *card, int x, int y) override;
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};
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#endif // COCKATRICE_PILE_ZONE_LOGIC_H
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