Commit graph

310 commits

Author SHA1 Message Date
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
Vorliz
a20f3c0fb4
Fix #6659: Correct logging for bottom-of-library card moves (#6764)
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* Fix #6659:  Correct logging for bottom-of-library card moves

Cause:
- This issue happens due to logic of moving the card from the top of the
  deck being reused when moving from the bottom of the deck, in a way
  that makes it impossible to check if the card came from the bottom.

Resolution:
- Updated the logging logic in the client for card moves.
- Added a gRPC parameter ('is_from_bottom') for card moves.
- Updates the server logic to reverse the order of the card move if the
'is_from_bottom' parameter is true.
- Added a test to show the expected behaviour of the fix.

NOTE: While the changes in this patch seem big, this is due to changing
the loop in the moveCard function to a helper function, in order to make
the bug fix change. The only change to the loop was to pass a
variable attribution to the moveCard function because it was redundant
to be in the loop.

* chore: run format on test

* refactor: new way to check if a move is from the bottom of the deck

* refactor: change isFromBottom check to static function

* update comments

Co-authored-by: ebbit1q <ebbit1q@gmail.com>

---------

Co-authored-by: ebbit1q <ebbit1q@gmail.com>
2026-04-21 19:05:31 +02:00
ebbit1q
e918856fa4
clear player before removing it from the scene (#6817)
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revert #6740
2026-04-18 12:50:53 +02:00
ebbit1q
92fe406c22
remove break statement when closing views (#6801)
it's possible that multiple views need to be closed
this is an oversight of #4570
2026-04-12 02:37:43 +02:00
RickyRister
ac06fb9d1c
[Game] Fix crash by properly parenting QObjects (#6788)
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2026-04-09 15:02:00 +02:00
Bruno Alexandre Rosa
dbed6890da
feat: support expressions when setting card counters (#6753)
* feat: enable expressions in card counters

* fix includes

* fix multiple selection

* cleanup useless conversions

* const ref where possible

* do not use const, be consistent with local patterns in the file
2026-04-06 22:36:45 -07:00
ebbit1q
abf6e72ad1
add a nulcheck in the card item animation timer (#6740) 2026-03-27 18:08:51 +01:00
DawnFire42
dd053c76df
[Game] Improve context menus and fix face-down play from stack (#6739)
Reorganize card context menus across table, stack, and graveyard/exile zones for better consistency: promote Draw Arrow and Clone actions, move related card entries to the bottom, add Play/Play Face Down to the stack menu, and flatten if/else blocks with early returns. Also fix playCard() ignoring the faceDown flag when routing instants/sorceries from the stack, which sent them to the graveyard instead of the table.
2026-03-25 15:03:59 -07:00
scotland0208
5ef428b9d0
Add visual indicator to toggle untap button (#6737)
* Add visual indicator to toggle untap button

* Rename button to match tooltip

* Change name of string in shortcut settings
2026-03-25 14:15:08 -07:00
DawnFire42
94ea574c76
Add moveToTable context menu action and extract tableRowToGridY helper (#6738)
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.
2026-03-24 13:45:52 -07:00
DawnFire42
70b41c2095
refactor: extract AbstractPlayerComponent interface for polymorphic player component management. (#6696)
Non-QObject polymorphic interface with setShortcutsActive(), setShortcutsInactive(), and retranslateUi(). Uses regular multiple inheritance to avoid diamond inheritance with Qt's MOC.

All zone menus, SayMenu, and AbstractCounter implement this interface. PlayerMenu manages them via a managedComponents list with two template helpers (addManagedMenu/registerManagedComponent), replacing individual if-guarded lifecycle calls with a single polymorphic loop.

SayMenu now owns its shortcut and translation lifecycle instead of having PlayerMenu manage its title and shortcuts externally.
Counters are iterated via Player::getCounters() rather than managedComponents to avoid duplicating the authoritative owner's map.
2026-03-24 12:31:34 -07:00
RickyRister
bc219191db
[Game] Refactor options in DlgMoveTopCardsUntil into struct (#6718)
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2026-03-22 12:32:42 +01:00
DawnFire42
fc453c68a7
Add card selection counter (#6685)
* 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>
2026-03-16 23:44:29 +01:00
DawnFire42
9bb399606c
refactor: extract shared card insertion algorithm from hand/stack zones (#6701)
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.
2026-03-15 00:39:44 -07:00
RickyRister
33d5721490
[Game] Fix not using zone-specific card menu for opponent's cards (#6695) 2026-03-14 11:41:38 +01:00
DawnFire42
9e2276a59f
Refactor zone names (#6686)
* 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
2026-03-12 00:34:05 +01:00
DawnFire42
bd5cbb89d4
refactor: extract CARD_HEIGHT to shared CardDimensions header (#6668)
* 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
2026-03-05 19:13:58 -08:00
DawnFire42
04f06206b7
Refactor/z value constants (#6651)
* 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.
2026-03-05 11:47:14 -08:00
RickyRister
1bcea27a44
[Game] Add face down versions of move cards from library actions (#6661)
* implement actions

* add new actions to menu

* update shortcuts
2026-03-04 18:19:41 -08:00
RickyRister
e7a3ad86eb
[Game] Refactor move cards from library actions (#6658)
* refactor move top/bottom cards actions

* minor cleanup

* translate zone display names
2026-03-04 15:00:18 +01:00
RickyRister
846ecb7e8d
[Client] Support face-down cards in all public zones (#6602)
* [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
2026-03-03 23:19:26 +01:00
RickyRister
2fba5dcd20
[Game] Refactor CardDragItem faceDown logic (#6552)
* Rename properties and only pass forceFaceDown

* [Game] Refactor CardDragItem faceDown logic

* revert refactor

* leave face_down unset unless forced
2026-03-03 23:18:21 +01:00
RickyRister
804a60f1ea
[LayoutSettings] Move over layout settings in global.ini (#6587)
* [LayoutSettings] Move over some settings from general

* remove unused setting
2026-02-07 19:51:12 -08:00
RickyRister
d579c82cb9
[DeckLoader] Make save/load methods static (#6476)
* const

* [DeckLoader] make methods static

* use static methods

* add docs

* add docs
2026-01-16 13:20:36 -05:00
BruebachL
73cc0541f5
[Game] Add shortcuts for same size and hand size - 1 mulligans (#6483)
Took 21 minutes

Took 3 seconds

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-01-03 00:03:11 +01:00
BruebachL
e7a1f86cbb
[View Zone Widget] Properly calculate titleBar close rect on Windows. (#6468) 2026-01-01 14:17:34 +01:00
Alex Okonechnikov
0085015ebe
manual drag override (#6461)
* manual drag override

* fix styles

* pr comments

* better close button rect calc
2025-12-31 17:48:30 +01:00
RickyRister
70f9982c29
Bump minimum Qt version from 5.8 to 5.15 (#6442)
* Bump minimum Qt version from 5.8 to 5.15

* remove version check

* remove version checks
2025-12-23 09:58:23 -08:00
RickyRister
d6db21419c
[Refactor] Pass around LoadedDeck instead of DeckLoader (#6422) 2025-12-20 13:39:00 +01:00
tooomm
8485bbe575
Docs: Use Doxygen \todo comments (#6421)
* format todo comments for doxygen

* Mention Todo List & link search
2025-12-15 00:13:16 +01:00
RickyRister
2e2682aad4
[DeckList] Refactor and cleanup methods that iterate over nodes (#6407)
* remove helpers

* create getZoneNodes method

* replace direct calls to getRoot and forEachCard

* remove more non-const uses of forEachCard

* make node getter return const lists

* one more usage

* address comment

* address comment again

* fix hash

* fix hashes (for real this time)
2025-12-12 12:37:44 -08:00
RickyRister
c8b419888a
[DeckLoader] Extract LoadedDeck struct (#6406)
* [DeckLoader] Extract LoadedDeck struct

* update usages

* Move enum to separate namespace

* format

* format

* format
2025-12-07 15:03:52 +01:00