* [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>
* [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>
* 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
* 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
Adds a Table option to the Move menu, allowing cards to be moved directly to the battlefield from any zone. Extracts the repeated tableRow-to-grid-Y conversion logic into TableZone::tableRowToGridY(), consolidating five call sites and fixing a latent bug where cards with tableRow > 2 could land on the wrong row.
* feat(game): add drag selection counter overlay
Display count of selected cards inside the lasso during drag selection.
Count appears near cursor, repositioning to stay within selection bounds.
Includes SelectionRubberBand subclass to allow label to appear above band.
QRubberBand calls raise() in showEvent/changeEvent to stay on top - this
subclass suppresses that behavior so dragCountLabel can be visible.
Adds user setting to enable/disable the drag count overlay.
* feat(game): add persistent selection counter overlay.
Display total count of selected cards in bottom-right corner when multiple cards are selected.
Updates on selection changes and window resize.
The counter connects to QGraphicsScene::selectionChanged to stay up-to-date without requiring manual refresh.
Adds user setting to enable/disable the total count overlay.
---------
Co-authored-by: RickyRister <42636155+RickyRister@users.noreply.github.com>
Hand and stack zones had near-identical addCardImpl() implementations, differing only in whether resetState() preserves annotations.
Extract the shared pattern into a template function (CardZoneAlgorithms::addCardToList) to eliminate duplication and enable isolated testing without Qt dependencies.
Pile, table, and zone-view logic are intentionally excluded — their post-add behavior (signals, coordinate placement, hidden cards) is materially different.
* Add ZoneNames constants for protocol zone identifiers. Introduce a centralized ZoneNames namespace providing constexpr constants for zone identifiers used in the client-server protocol. This establishes a single source of truth for zone names like TABLE, GRAVE, EXILE, HAND, DECK, SIDEBOARD, and STACK. The protocol values remain unchanged (e.g., EXILE maps to rfg for backwards compatibility) while providing meaningful constant names.
* refactor(server): use ZoneNames constants in server game logic
Replace hardcoded zone name strings with ZoneNames:: constants in:
- server_player.cpp: zone setup, draw, shuffle, mulligan operations
- server_abstract_player.cpp: card movement and token destruction
- server_game.cpp: returning cards when players leave
No functional changes - purely mechanical string literal replacement.
* refactor(client): use ZoneNames constants in core player/zone logic
Update the foundational player and zone classes to use ZoneNames::
constants instead of string literals. Changes include:
- player.h/cpp: zone initialization and builtinZones set
- card_zone_logic.cpp: zone name translation for UI display
- table_zone.cpp: table zone operations
No functional changes - purely mechanical string literal replacement.
* refactor(client): use ZoneNames constants in player actions and events
Replace zone name strings with ZoneNames:: constants in the player
action and event handling code. player_actions.cpp contains the most
extensive changes (~90+ replacements) covering all card movement
commands.
No functional changes - purely mechanical string literal replacement.
* refactor(client): use ZoneNames constants in zone menu handlers
Update all zone-specific menu files to use ZoneNames:: constants
for QAction data values and zone targeting. This covers context menus
for cards, graveyard, hand, and exile (RFG) zones.
No functional changes - purely mechanical string literal replacement.
* refactor(client): use ZoneNames constants in game scene components
Update remaining game scene components to use ZoneNames:: constants:
- arrow_item.cpp: arrow drawing between cards
- game_scene.cpp: zone view positioning
- message_log_widget.cpp: removes duplicate local static constants
that were previously defining zone names redundantly
- phases_toolbar.cpp: phase actions (untap all)
Notable: message_log_widget.cpp previously had its own local constants
(TABLE_ZONE_NAME, GRAVE_ZONE_NAME, etc.) which are now removed in favor
of the centralized ZoneNames:: constants.
* formatting fix
* refactor: extract CARD_HEIGHT to shared CardDimensions header
Move duplicated CARD_WIDTH/CARD_HEIGHT constants to card_dimensions.h.
Fixed documentation in z_value_layer_manager.h.
* WIDTH_F used directly instead of casting
* Improved consistency and added missing newlines at end of files
* feat(z-values): add centralized Z-value constants infrastructure
Magic numbers scattered across the codebase make Z-value layering
hard to understand and maintain. Centralizing them provides:
- Self-documenting layer hierarchy
- Validation utilities for development
- Single source of truth for Z-value ranges
Two-tier header design:
- z_value_layer_manager.h: Foundation with constants and validation
- z_values.h: User-facing namespace with semantic constants
* refactor(z-values): replace magic Z-value numbers with ZValues constants
Magic numbers like 2000000007 are impossible to understand without
context. Named constants (ZValues::DRAG_ITEM) are self-documenting.
This intentionally renumbers overlay Z-values to use a cleaner offset
sequence. The relative stacking order is preserved, which is what
matters for correct rendering.
Each consumer now includes z_values.h and uses semantic constants
instead of magic numbers.
* refactor(z-values): removed redundant inline with contexpr, Updated doc, magic numbers removed from TableZone.
* [Server] Support face-down cards in all public zones
* add null check
* Check using zone names instead
* add comment
* Rename properties and only pass forceFaceDown
* [Game] Refactor CardDragItem faceDown logic
* revert refactor
* leave face_down unset unless forced
* [Client] Support face-down cards in all public zones
* leave face_down unset unless forced
* log face down
* update remaining logs
* [Cleanup] Unused #includes
Took 44 minutes
* [Cleanup] More unused #includes
Took 55 minutes
* [Cleanup] Include QSet
Took 4 minutes
* [Cleanup] Include QDebug in deck_list.cpp
Took 3 minutes
* [Cleanup] Include protocol stuff in servatrice_database_interface.h
Took 3 minutes
* [Cleanup] Include QDialogButtonBox
Took 8 minutes
* [Cleanup] Include QUrl
Took 8 minutes
* [Cleanup] Include QTextOption in header.
Took 3 minutes
* [Cleanup] Include QMap in user_list_manager.h
Took 8 minutes
* [Cleanup] Adjust qjson
Took 8 minutes
* [Cleanup] include button box.
Took 3 minutes
* [Cleanup] Redo fwd declarations.
* [Cleanup] Redo last removed fwd declarations.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Refactor] Move AbstractGraphicsItem and GraphicsItemType to game_graphics/board folder.
Took 3 minutes
* Update CMakeLists.txt
Took 12 minutes
* Update CMakeLists.txt
Took 12 minutes
Took 2 minutes
Took 16 seconds
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Fix local variable double declaration.
Took 44 seconds
* Mark functions as [[nodiscard]]
Took 31 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Split filters into libraries where applicable.
Took 23 minutes
Took 2 minutes
* Include filter string.
Took 5 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Add more sort options to hand sort
Took 14 minutes
* Move defaultOptions up a level
* Directly pass sort order as param
* fix include
* revert
* fallback expandSortOption
* Have CardDatabase::getPreferredPrintingInfo respect card provider ID overrides (pinned printings)
Took 13 minutes
Took 37 seconds
Took 10 seconds
Took 10 seconds
# Commit time for manual adjustment:
# Took 30 seconds
Took 15 seconds
Took 8 minutes
Took 21 seconds
* Move settings cache and settings card preference provider out of libcockatrice_settings and into cockatrice
Took 52 minutes
Took 9 minutes
Took 1 minute
* Temp cache.
Took 16 minutes
* Dependency Injection for SettingsCache
* Turn SettingsCache into a QSharedPointer.
* Implement interfaces for settings that need it
Took 2 hours 38 minutes
* Adjust oracle.
Took 5 minutes
* Move abstract/noop interfaces to libcockatrice_interfaces so they can be linked against independently.
Took 52 minutes
* Clean up some links.
Took 3 minutes
* Cleanup two includes.
Took 3 minutes
* More fixes.
Took 7 minutes
* More includes that slipped past.
Took 3 minutes
* Stop mocking and start injecting for tests.
Took 15 minutes
* I don't know why remote_client was including main.
Took 4 minutes
* Include.
Took 3 minutes
* Lint.
Took 2 minutes
* Don't use Qt pointers.
Took 1 hour 7 minutes
* Make parser use CardSettingsInterface
Took 13 minutes
* Also adjust constructor lol.
Took 8 minutes
* Lint.
Took 32 minutes
* Revert "Lint."
This reverts commit ecb596c39e.
Took 3 minutes
* Test.
Took 3 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Sort *every* file into a doxygen group.
Took 7 hours 9 minutes
Took 18 seconds
Took 2 minutes
* Lint some ingroup definitions.
Took 10 minutes
Took 2 seconds
* Just include the groups in the Doxyfile in this commit.
Took 3 minutes
* Update some group comments so they link!
Took 14 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* big move
* also move game_specific_terms
* fix imports
* alphabetize cmake
* fix build failure
* create database folder and move files into it
* fix includes
* run formatter
* Check if card has no PT set yet if dropped on table.
Took 22 minutes
* Use isEmpty() for comparison.
Took 6 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Player refactor.
Took 1 hour 43 minutes
Took 1 minute
Took 23 seconds
* Tiny lint.
Took 3 minutes
* Hook up tap logic again.
Took 13 minutes
* Fix an include.
Took 3 minutes
* Stuff.
Took 6 minutes
* Fix typo.
Took 7 minutes
* Include.
Took 1 minute
* Reorganize method/variable definitions, remove unused ones.
Took 1 hour 8 minutes
Took 24 seconds
* Clean up some unused imports.
Took 6 minutes
* Player holds the deck, emits deckChanged(), other elements player->getDeck() to respond to changes.
Took 37 minutes
* Connect player->openDeckEditor signal directly in the player constructor
Took 6 minutes
* Emit openDeckEditor signal in player_actions again.
Took 3 minutes
* Do to-do's
Took 3 hours 32 minutes
* Lint.
Took 3 minutes
* Lint again.
Took 2 minutes
* Fix include.
Took 32 minutes
* The stack should ensure card visibility.
Took 21 minutes
* Fine, the game can remember the tab.
Took 10 minutes
Took 21 seconds
Took 9 seconds
* zoneId is a dynamic gameplay property and thus belongs in player.cpp
Took 11 minutes
Took 19 seconds
* Signal view removal, addition.
Took 5 minutes
* Ensure all players are considered local in local game.
Took 10 minutes
* ENSURE they are.
Took 8 minutes
* Bounds check data sent by QAction()
Took 54 minutes
* Move comment.
Took 20 seconds
* Reimplement logging category for game_event_handler.cpp, remove linebreaks.
Took 36 seconds
* PlayerGraphicsItem is responsible for retranslateUi, not Player.
Took 14 seconds
* Set menu for sideboard again, translate some menu titles, reimplement actIncPT action
Took 54 seconds
* Comment spacing.
Took 43 seconds
* Change message_log_widget.cpp slots to take CardZoneLogic parameters as emitted by PlayerEventHandler.
Took 7 minutes
Took 14 seconds
* Remove unused player_logger.cpp
Took 2 minutes
* Query local game state correctly from tab_supervisor again
Took 3 minutes
* Revert Deck legality checker.
Took 3 minutes
* Instantiate menu before graphics item.
Took 1 hour 5 minutes
Took 55 minutes
* Differentiate games and replays.
Took 9 seconds
* Lint.
Took 10 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Add sort hand shortcut
* add function to sort hand by type and name
* rig up the sort hand to the player
* fix sorting param
* use getShortcut instead of getSingleShortcut
* use correct method
* change default sorting
---------
Co-authored-by: Zach H <zahalpern+github@gmail.com>
* Remove `isView` flag from CardZone
This flag is used for two purposes:
1. It is used as a check for casting to a zone to a `ZoneViewZone`;
2. Non-view zones are added to the player's zones on construction
This patch removes the `isView` flag and instead:
1. We directly cast zones to `ZoneViewZone` using a dynamic (qobject)
cast and use the result of the cast instead of the `isView` flag to
detect if we are a view zone or not;
2. The player records its own zones when they are created, simplifying
control flow.
* Review
* client: Support arbitrary game zones
Currently, the client ignores cards in unknown zones, as there is an
implicit assumption that the set of zones known by the server and the
client are the same.
This patch makes it so that the client accept "custom zones" from the
server (zones outside the builtin deck, graveyard, exile, sideboard,
table, stack and hand zones) using the information from the
ServerInfo_CardZone. Moving cards from/into these zones happens
through a "View custom zone" action in the Game > Player menu and
properly appears in the chat.
Note that this patch intentionally does not introduce any support for
having the server actually create such zones. Instead, this patch aims
to improve backwards compatibility for when we do get to adding this
capability in the future, by making sure that current clients will be
able to interact with future new zones (even if suboptimally).
* Remove `isView` flag from CardZone
This flag is used for two purposes:
1. It is used as a check for casting to a zone to a `ZoneViewZone`;
2. Non-view zones are added to the player's zones on construction
This patch removes the `isView` flag and instead:
1. We directly cast zones to `ZoneViewZone` using a dynamic (qobject)
cast and use the result of the cast instead of the `isView` flag to
detect if we are a view zone or not;
2. The player records its own zones when they are created, simplifying
control flow.
* Review
The divideCardSpaceInZone function introduced in #4930 is buggy and
sometimes returns an index that is too large for the current zone, which
causes us to call `cards.at(index)` with an `index` that's bigger than
the amount of cards.
This is the bug that #5609 intended to fix but was improperly diagnosed.
Remove part of #5609 as the cases it is guarding against (e.g. null card
pointer) cannot actually happen.