Commit graph

341 commits

Author SHA1 Message Date
BruebachL
ebeae48652
[Game] Preserve hand card order when restoring connection (#7266)
When a player restores connection to a game, the client rebuilds each
zone from the cards the server sends in the game state. Non-coordinate
zones (hand, piles, stack) report x == 0 on every card, so inserting
each rebuilt card at that coordinate reversed the received order one
card at a time.

Append rebuilt cards in the order they arrive for zones without
coordinates; coordinate-based zones (table) keep using x/y.

Fixes #2759

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-07 08:21:44 +02:00
BruebachL
745e94f332
[Replay] Skip damage animations when skipping backward in replays (#7249)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-07 02:26:52 +02:00
BruebachL
8d30ac54f0
[Game] Prevent spectator duplication when replaying joined events (#7248)
* [Game] Prevent spectator duplication when replaying joined events

The spectator branch of eventJoin emitted spectatorJoined unconditionally
even when the spectator was already present (e.g. replayed during a rewind).
Guard it like the player branch and eventGameStateChanged, and make
PlayerListWidget::addPlayer idempotent as defense in depth.

* In resetChatAndPhase() (the rewound() handler), also clear all spectators from both PlayerManager and PlayerListWidget before the replay rebuilds from event 0. The forward replay then re-adds exactly the spectators whose join events fall within the new time range via eventGameStateChanged/eventJoin.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-07 01:57:35 +02:00
BruebachL
9eafd90a91
[Game] Playmats (#7101)
* [Game] Playmats

Took 19 seconds

Took 1 minute

* [Playmats] Add fixed override and configurable fallbacks to settings.

Took 29 minutes

Took 43 seconds

* Add main to test.

Took 1 minute

Took 29 seconds

* Move settings to own group

Took 11 minutes

* Some attempts to refresh macOS compositor

Took 2 minutes

* Try something else

Took 17 minutes

* Don't manipulate live list

Took 11 minutes

* Change things about resolution, address comments.

Took 45 minutes

Took 12 minutes

* Comments.

Took 14 minutes

Took 8 seconds

* Re-order settings menu location

Took 2 minutes

* Rename PlaymatResolution to Info and add enums

Took 8 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-21 10:40:49 +02:00
BruebachL
6ee1fd58e6
[Arrows] More fixes and assurances for drag arrows (#7117)
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-14 19:22:30 +02:00
BruebachL
ef3929356b
[Server/Client] Fix open_decklists not showing for already-loaded decks on join (#7097)
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Took 6 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-12 12:17:03 +02:00
BruebachL
adf574e038
[Settings] Shuffle some settings around (#7084)
* [Settings] Shuffle some settings around

Took 21 minutes


Took 1 hour 25 minutes

* [Settings] Camel case everything

* Revert debug schema change

* Add new classes

* Fix card counters writing to global

* Fix CI tests

* Fix Windows CI

* interface() is a protected keyword for MSVC

Took 5 minutes

Took 5 seconds

* [Settings] Keep menu settings on the appearance settings page

Leave the 'Menu settings' group box on the appearance settings page for
now; relocating it to the user interface settings page will be done in a
separate PR.

Took 6 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-08 22:27:41 +02:00
BruebachL
c4316c40e9
[CI] Remove Qt5 (#7071)
* [CI] Remove Qt5

Took 10 minutes

Took 9 minutes

* Revert CI failure and fix up comments

Took 4 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-08 22:04:50 +02:00
RickyRister
b44dcf5951
[Replay] Refactor: extract replay playback logic into single class (#7060)
* [Replay] Refactor: consolidate replay logic into single class

* fixes
2026-08-02 19:22:33 -07:00
BruebachL
61b9d7abf6
[Networking] Doxygen (#7030)
* [Networking] Doxygen

* Lint cause my autolinter is broken lol

* Update.

* Update Doxyfile

Co-authored-by: tooomm <tooomm@users.noreply.github.com>

* Alphabetical ordering

Co-authored-by: tooomm <tooomm@users.noreply.github.com>

* Add new card art rule comment

* move filter program into doxygen folder

* [Networking] Doxygen


Took 49 seconds

* [Networking] Doxygen

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* [Networking] Fix Doxyfile

Took 2 hours 0 minutes

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* [Networking] Fix Doxyfile

Took 2 hours 0 minutes

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* [Networking] Fix Doxyfile again

Took 2 hours 0 minutes

Took 58 minutes

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---------

Co-authored-by: Lukas Brübach <lukas.bruebach@bdosecurity.de>
Co-authored-by: tooomm <tooomm@users.noreply.github.com>
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-07-27 11:27:00 +02:00
BruebachL
12f0f59453
[Settings] Split cache_settings monolith into multiple SettingsManager sub-classes (#7050)
* [Settings] Split cache_settings into multiple files

Took 9 minutes

Took 4 minutes

* [Settings] Fwd declare settings classes in cache_settings

Took 15 minutes

* Fix oracle includes.

Took 8 minutes

* Address comments, fix windows CI

Took 8 minutes

* fix copy constructor visibility

Took 3 minutes

* lint

Took 2 minutes

* Fix native format tests.

Took 5 minutes

* Remove test header guard

Took 4 seconds

* Remove tests invalid in CI environ

Took 24 seconds

* Adjust to rebase.

Took 11 minutes

* Change settings file name.

Took 8 minutes

---------

Co-authored-by: Lukas Brübach <lukas.bruebach@bdosecurity.de>
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-07-27 11:25:39 +02:00
RickyRister
c5b37cdffe
[Game] Refactor subtype tally code to be more generic (#7021)
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* [Game] Refactor subtype tally code to be more generic

* remove default case

* consolidate empty check

* fix include guard

* backwards compatibility with qt5
2026-07-05 19:11:08 -07:00
DawnFire42
18b23b19a7
Split trice_limits.h into dedicated headers (#7025)
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* Split trice_limits.h into dedicated headers

* Updated docstrings
2026-06-29 14:37:52 -07:00
DawnFire42
05ae6f47a6
Unify counter clamp arithmetic into shared addClamped() helper (#7009)
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* Unify counter clamp arithmetic into shared addClamped() helper

- Add addClamped() in new header clamped_arithmetic.h; uses a 64-bit
  intermediate so the addition cannot overflow int.
- Use it in Server_Card::incrementCounter() (clamps [0, MAX_COUNTERS_ON_CARD])
  and Server_Counter::incrementCount() (clamps [INT_MIN, INT_MAX]), removing
  the duplicated overflow-safe logic and its keep-in-sync TODO.
- Inline incrementCount() into server_counter.h; server_counter.cpp now holds
  only the constructor and getInfo().
- Clarify the card-counter bounds comment in trice_limits.h.

* Rename MAX_COUNTERS_ON_CARD to MAX_COUNTER_VALUE

The constant caps the counter's value, not how many counters can be on the card

* Add direct unit tests for addClamped() helper

* Harden offsetCardCounter() against signed-int overflow

Replace the raw oldValue + offset sum with addClamped(), clamping to [0, MAX_COUNTER_VALUE] without overflow.

* Comment update

* Remove class names from addClamped() docstring
2026-06-28 16:10:57 -07:00
RickyRister
fcac7493ad
[Card] Add facedown property to CardRelation (#6997)
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* [Card] Add facedown property to CardRelation

* trailing newline

* fix comments

* update schema
2026-06-28 02:03:07 -07:00
DawnFire42
055ba9a16f
Add subtype breakdown counter for card selection (#6923)
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* Add subtype breakdown counter for card selection

  Display a categorized count of creature subtypes (and other card type
  subtypes) when multiple cards are selected. The breakdown appears above
  the total selection counter in the bottom-right corner.

  Subtypes are grouped by main card type and sorted by frequency, with
  the most common subtypes positioned adjacent to the total count for
  quick reference. The feature can be toggled via a new checkbox in
  Settings > User Interface.

* Alignment fix

* Computation logic moved to helper funtction in separate file

* Rename SubtypeCounter to SubtypeTally

* Fix subtype tally alignment by using grid layout instead of character padding

* Rename count to tally in the subtype breakdown feature

* partial rename

* list position fixed

* Clean up code and documentation

* Rename subtypeCountLabelStyle to subtypeTallyLabelStyle and fix include ordering

* Fix include path for selection_subtype_tally.h after file relocation

* fixed count to tally rename inconsistencies
2026-06-27 15:53:21 -07:00
RickyRister
5ffe344779
[Game] Fix facedown predefined tokens leaking tablerow (#7000) 2026-06-14 03:21:17 -07:00
BruebachL
da4ba222c0
[Game] Move graphics out of game and into game_graphics (#6928)
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* [Game][Player] Pull out graphics_items out of player_logic

Took 25 seconds


Took 9 minutes

* [Game] Move graphics files into game_graphics

Took 1 minute

Took 2 minutes

Took 23 seconds

Took 1 minute

Took 2 seconds

* Include.

Took 4 minutes

Took 3 minutes

Took 4 minutes

Took 1 minute

Took 3 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-06-09 09:51:13 +02:00
BruebachL
cbfd286908
[Game][Player] Move dialog creation out of player_actions and into player_dialogs (#6946)
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* [Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem

Took 4 minutes

Took 48 seconds

Took 2 minutes

* Drop early return.

Took 1 hour 13 minutes


Took 2 minutes

Took 1 minute

Took 24 seconds

* [Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem

Took 4 minutes

Took 58 seconds

* [Game][Menus] Make Menus accept PlayerGraphicsItem instead of PlayerLogic

Took 7 minutes

Took 4 minutes

Took 9 seconds

Took 2 minutes


Took 5 minutes

Took 58 seconds

* [Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem

Took 4 minutes

Took 2 minutes

* [Game][Menus] Make Menus accept PlayerGraphicsItem instead of PlayerLogic

Took 7 minutes


Took 1 minute

Took 57 seconds

* [Game][Player] Move dialog creation out of player_actions and into player_dialogs

Took 3 minutes

Took 1 second

* Fix typo.

Took 5 minutes

* Addressed comments.

Took 16 minutes

Took 11 seconds

* Reintroduce clearCardsToDelete check.

Took 3 minutes

* Capture cards before semaphore.

Took 1 minute

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-06-09 08:22:59 +02:00
BruebachL
487bb84b6f
[Game][Menus] Make Menus accept PlayerGraphicsItem instead of PlayerLogic (#6945)
* [Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem

Took 4 minutes

Took 58 seconds


Took 2 minutes

* [Game][Menus] Make Menus accept PlayerGraphicsItem instead of PlayerLogic

Took 7 minutes

Took 4 minutes

Took 9 seconds

Took 2 minutes


Took 5 minutes

Took 58 seconds

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-06-09 08:07:06 +02:00
BruebachL
9e03f82616
[Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem (#6944)
* [Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem

Took 4 minutes

Took 48 seconds

* Drop early return.

Took 1 hour 13 minutes


Took 2 minutes

Took 1 minute

* Delete player view.

Took 37 seconds

* Restore card counter color in menu.

Took 5 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-06-09 08:05:39 +02:00
BruebachL
23da49ee5b
[Game] [Arrows] Use arrowData/registry and generate unique server-side ids (#6973)
* [Game] [Arrows] Track creatorId, use arrowData in arrowItem, use registry, generate unique arrow id's on server side and delete-on-exist inserts.

Took 2 minutes

Took 1 minute

* Fix emitting slot instead of signal.

Took 15 minutes

* Clear arrows locally in special circumstances i.e. teardown.

Took 28 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-06-07 21:11:02 +02:00
RickyRister
6de55e9096
[Game][Arrow] Correctly call clear all arrows for player (#6951) 2026-05-28 23:51:12 -07:00
RickyRister
43c3bf5966
[Game][Arrow] Refactor: Rename arrow methods in GameScene (#6949)
* [Game][Arrow] Rename methods in GameScene

* move stuff around and docs
2026-05-28 02:32:40 -07:00
RickyRister
c4f4cece01
[Game] Show counter color icons in game log (#6948) 2026-05-28 11:15:30 +02:00
RickyRister
0d7047a728
[Game] Show color icons in counters menu (#6947) 2026-05-28 11:05:26 +02:00
BruebachL
b3c89167c5
[Game][Arrows] Hook up to the state zone change properly. (#6937)
Took 17 minutes

Took 3 seconds

Took 2 minutes

Took 10 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-25 08:19:27 +02:00
BruebachL
90ab663212
[Server][Game][Arrows] Properly notify clients when deleting arrows on card move and transform into (#6936)
* [Server][Game][Arrows] Properly notify clients when deleting arrows on card move and transform into

Took 15 minutes

* Observe "not found" response

Took 18 minutes

Took 4 seconds

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-25 08:19:17 +02:00
BruebachL
98c00c55ed
[Game][Arrows] ArrowItem should not send deletion game commands by itself (#6932)
Took 13 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-23 02:20:41 +02:00
BruebachL
8751f0605d
[Game][Arrows] Don't request deletion on inbound arrow deletion signal again but react to it locally (#6927)
* [Game][Arrows] Deleting arrows has no acknowledgement command so we have to delete locally as well.

Took 22 minutes

* Fix properly.

Took 15 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-22 10:25:13 +02:00
RickyRister
09d817770e
[Game] Refactor: move proliferate action code to PlayerActions (#6926) 2026-05-22 10:25:00 +02:00
DawnFire42
8dca14933c
Centralize counter API with server-side bounds and no-op filtering (#6879)
* Refactor server counter API to own overflow protection and filter no-op events

  Counter modifications now clamp to int bounds server-side and return change
  status, allowing command handlers to skip network broadcasts when values
  don't actually change.

* Centralize MAX_COUNTERS_ON_CARD and enforce [0, 999] bounds on server

  - Move MAX_COUNTERS_ON_CARD to trice_limits.h
  - Server clamps values in setCounter() and incrementCounter()
  - Client uses clamped comparison to allow recovery from invalid states
  - Add tests for clamping behavior

* move incrementCount() implementation from header to cpp
2026-05-21 20:39:35 -07:00
DawnFire42
33e0f8699b
Standardize Doxygen documentation (#6885) 2026-05-21 22:58:07 +02:00
BruebachL
491d1c9187
[Game][Arrows] Split Arrows into ArrowData and ArrowItem (#6918)
* [Game][Arrows] Split Arrows into ArrowData and ArrowItem

Took 13 minutes

Took 5 seconds

Took 1 minute

Took 26 seconds

* Address comments.

Took 17 minutes

Took 9 seconds


Took 1 minute

* Change check.

Took 3 minutes

* Pass by const reference.

Took 10 minutes

* Remove extra method

Took 2 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-21 20:31:14 +02:00
BruebachL
bddf9bd818
[Game][Counters] Split counters into AbstractCounter (graphics) and CounterState (logic) (#6917)
* [Counters] Split counters into graphics and logic states

Took 22 minutes

* Don't have widget hold pointer to state -> Copy what we need and subscribe to changes.

Took 12 minutes

Took 5 seconds

* Sync value too.

Took 3 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-21 20:16:28 +02:00
RickyRister
10b9a65f17
[Server][Game] Make undo draw failure visible in chat (#6889)
* [Server][Game] Make undo draw failure visible in chat

* genericize the proto
2026-05-20 02:23:02 -07:00
BruebachL
5219cffa6b
[Player] Rename player to player logic (#6913)
Took 13 minutes

Took 6 seconds

Took 2 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-19 12:36:31 +02:00
ebbit1q
40b947c1e7
fix cards attaching/transforming to the wrong card across players (#6909)
* fix cards attaching/transforming to the wrong card across players

* move comment
2026-05-19 12:26:17 +02:00
BruebachL
9f1c225b7a
[Player] Stop reaching into graphics_item and emit signals instead for conceded and zoneId (#6912)
* [Player] Stop reaching into graphics_item and emit signals instead for conceded and zoneId

Took 7 minutes

Took 3 seconds

* Add sameValue check.

Took 3 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-19 12:22:40 +02:00
BruebachL
af2f888293
[Player] Pull handVisible out of player_info and let graphics_item just determine this on its own. (#6911)
Took 12 minutes


Took 15 seconds

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-19 12:10:19 +02:00
BruebachL
7a5b2e9f0e
[Game] Move state fields out of CardItem (#6904)
* [Game] Move state fields out of CardItem

Took 1 hour 2 minutes

* Move stuff into .cpp

Took 14 minutes

* Signals pass changed values as params

Took 2 minutes

* Comments.

Took 23 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-05-18 20:21:57 +02:00
BruebachL
cba9ce2b2b
[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>
2026-05-18 06:36:18 +02:00
DawnFire42
aadee34238
style: Add braces to all control flow statements (#6887)
* style: Add braces to all control flow statements

  Standardize code style by adding explicit braces to all single-statement
  control flow blocks (if, else, for, while) across the entire codebase.

  Also documents the InsertBraces clang-format option (requires v15+) for
  future automated enforcement.

* InsertBraces-check-enabled
2026-05-16 19:19:53 +02:00
RickyRister
762e742be0
[Game] Implement action to automatically take damage from creatures (#6869)
* [Game] Implement action to automatically take damage from creatures

* cleanup
2026-05-13 15:03:41 -07:00
DawnFire42
1a62f82aee
Refactor vertical card stacking with clip containers for variable zone sizes (#6774)
* Refactor vertical card stacking with opt-in overflow for variable zone sizes

Introduce a shared vertical stacking layout system in SelectZone that replaces the old divideCardSpaceInZone() free function with structured layout computation (StackLayoutParams, ZoneLayout, computeZoneLayout).

By default, cards are guaranteed to fit within zone bounds (no overflow). Zones can opt-in to bottom overflow via allowBottomOverflow flag, with sqrt-scaled compression for smooth visual transitions. A clip container mechanism is available for future zones that need visual clipping.

  Key changes:
  - SelectZone: new layout engine with allowBottomOverflow opt-in; clip container infrastructure for future zones needing visual clipping
  - StackZone: uses new layout (no overflow); adds setHeight() for dynamic resizing capabilities
  - HandZone: vertical layout delegates to SelectZone's shared stacking
  - AbstractCardItem: preserves hover z-value during layout passes; invalidates scene rect on hover exit for proper sibling repainting
  - CardZone::onCardAdded made virtual for clip container reparenting
  - Zone widths updated to CardDimensions::WIDTH_F * 1.5

* Changed anonymous namespace for static and braced functions

* CI tests re-run
2026-05-10 19:10:14 -07:00
RickyRister
9c53dad4b8
[Game] Refactor: add selectedCards method to GameScene (#6859) 2026-05-09 17:03:48 -07:00
RickyRister
7814204fe2
[Game] Refactor: explicitly pass params from card counter actions (#6780) 2026-05-09 13:20:33 -07:00
RickyRister
cdb171f201
[Game] Refactor: move setCardAttrHelper to PlayerEventHandler (#6772) 2026-05-09 13:10:56 -07:00
RickyRister
48e21aad38
[Game] Refactor: move parsePT to a static method (#6860) 2026-05-09 12:55:11 -07:00
BruebachL
9ac9a0c73a
[Game] Add a coinflip shortcut. (#6829)
Took 18 minutes

Took 6 seconds

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-04-29 22:09:30 +02:00