Commit graph

8 commits

Author SHA1 Message Date
Lukas Brübach
467d90e236 Move game state and event handling out of tab_game and into separate classes.
Took 6 hours 38 minutes

Took 23 seconds
2025-08-24 19:18:44 +02:00
RickyRister
46d65f0b7e
Refactor: rename and consolidate getSpectator (#6067) 2025-08-15 01:13:53 -04:00
RickyRister
03bebbe4c2
Rework card menu handling (#6069)
* extract cardMenu from CardItem

* move cardMenu saving to TabGame

* delete TabGame::updateCardMenu

* move checking to updateCardMenu

* unset activeCard when all cards are unselected
2025-08-15 01:13:28 -04:00
RickyRister
ae2c55c33b
Refactor: use ExactCard to represent specific printings (#6049)
* Create new class

* Update CardInfo and CardDatabase

* Use new class instead of CardInfoPtr

* fix cmake
2025-07-28 21:04:45 -04:00
RickyRister
a9b3be33e0
Refactor: Represent cardName + providerId with CardRef struct (#6039)
* card_ref.h

* update CardDatabase signatures

* make everything compile

* rename methods

* add docs

* mark stuff const

* set cardRef in CardItem

* cleanup

* fix build failure

* Fix builds on mac

---------

Co-authored-by: ZeldaZach <zahalpern+github@gmail.com>
2025-07-15 22:14:02 -04:00
Basile Clement
33946e61bb
feat: Configurable colors for card counter (#5882)
* feat: Configurable colors for card counter

This patch adds support for:

 - User-defined colors for card counters;
 - 3 additional types of card counters.

The colors used for counters is stored locally and not shared with other
users. This is intentional as the feature is likely to be used for
improved accessibility.

In order to preserve backwards-compatibility, and because I don't have a
better idea, counters keep their existing color-based names (Red, Green,
Yellow) in menus and in the message log. For consistency, the new
counters also get assigned color-based names (Cyan, Purple, Magenta).

This choice is a compromise, as allowing user-defined names for counters
raises many additional (UI/UX) questions that I don't know how to
answer. A good long-term solution would be to include counter names as
part of a game definition system and hence would be in scope for #1740.

The choice of adding 3 additional types of counters and the Cyan, Purple
and Magenta names are not random. The existing code for determining
counter colors goes: Red, Green, Yellow, Cyan, Purple, Magenta, Black
(unreadable) and thus 6 is the maximum number of counters that existing
versions of Cockatrice are able to support. This way, released clients
get a degraded experience (cannot interact with the new counters,
messages in the server log say "Player X places 1 on Card (now 1)"
without specifying 1 of what), but do see the counters properly.

Fixes #2020

* Do not use %n

* Use SettingsManager

* Use qSin instead of sin

Fix build failures with old GCC.

* Use letters for card counter names

* Place card counter actions in separate menu

* Remove copy-paste error

* include QtMath

* Do not color whole settings page

* derp

---------

Co-authored-by: Zach H <zahalpern+github@gmail.com>
2025-06-12 22:12:46 -04:00
Basile Clement
1409dcc2e8
Remove isView flag from CardZone (#5728)
* 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
2025-04-26 19:55:54 -04:00
RickyRister
44ac782978
Move card_item and related to src/game/board (#5867)
* move files

* update includes

* update cmake
2025-04-20 14:37:52 +00:00
Renamed from cockatrice/src/game/cards/card_item.cpp (Browse further)