Cockatrice/libcockatrice_game/libcockatrice/game/player/player_actions.h
BruebachL 345b0e8ba9
[Refactor] Move game logic into libcockatrice_game (#7437)
* [Refactor] Move game logic into libcockatrice_game

* [Refactor] Include card_state.h in player_actions.h

* [Game] Inject settings providers into libcockatrice_game, drop Widgets

* [Game] Follow base rename to createCardRequested after rebase

* [Game] Drop unused CardItem forward declaration

* [Game] Fix includes after moving game logic into libcockatrice_game

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:15 +01:00

330 lines
13 KiB
C++

/**
* @file player_actions.h
* @ingroup GameLogicActions
* @ingroup GameLogicPlayers
*/
//! \todo Document this file.
#ifndef COCKATRICE_PLAYER_ACTIONS_H
#define COCKATRICE_PLAYER_ACTIONS_H
#include "../board/card_list.h"
#include "../board/card_state.h"
#include "card_menu_action_type.h"
#include "card_move_request.h"
#include "libcockatrice/card/card_info.h"
#include "move_top_cards_until_options.h"
#include "token_info.h"
#include <QObject>
#include <QString>
#include <QStringList>
#include <libcockatrice/card/relation/card_relation_type.h>
#include <libcockatrice/filters/filter_string.h>
#include <qtmetamacros.h>
class CardRelation;
class QAction;
class QTimer;
template <typename T> class QList;
namespace google
{
namespace protobuf
{
class Message;
}
} // namespace google
class CardState;
class CardZoneLogic;
class Command_MoveCard;
class GameEventContext;
class ICardPreferenceProvider;
class IInterfaceSettingsProvider;
class PendingCommand;
class PlayerLogic;
class QAction;
struct ArrowData;
class PlayerActions : public QObject
{
Q_OBJECT
public:
enum CardsToReveal
{
RANDOM_CARD_FROM_ZONE = -2
};
explicit PlayerActions(PlayerLogic *player,
IInterfaceSettingsProvider *interfaceSettings = nullptr,
ICardPreferenceProvider *cardPreferences = nullptr);
void sendGameCommand(PendingCommand *pend);
void sendGameCommand(const google::protobuf::Message &command);
PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
PendingCommand *prepareGameCommand(const QList<const ::google::protobuf::Message *> &cmdList);
/**
* @brief Moves the requested cards between zones on behalf of a view.
* @param startZone Zone the cards are dragged out of.
* @param targetZone Zone the cards are dropped onto.
* @param x Horizontal target index within the zone.
* @param y Vertical target index within the zone.
* @param cards The cards to move, as chosen by the view.
*/
void
moveCards(CardZoneLogic *startZone, CardZoneLogic *targetZone, int x, int y, const QList<CardMoveRequest> &cards);
/**
* @brief Prepares a dump of the given zone, for the caller to connect to and send.
* @param zone Zone to dump.
* @param numberCards How many cards to dump, -1 for all.
*/
PendingCommand *prepareZoneDump(CardZoneLogic *zone, int numberCards);
/**
* @brief Sets the tapped state of the cards that do not already have it.
* @param zoneName Zone the cards belong to.
* @param cards Cards the view wants toggled.
* @param tapped Desired tapped state.
*/
void actToggleTapped(const QString &zoneName, const QList<CardState *> &cards, bool tapped);
/**
* @brief Attaches one card to another on the table on behalf of a view.
* @param startCard Card being attached.
* @param targetCard Card being attached to.
*/
void attachCards(CardState *startCard, const CardState *targetCard);
/**
* @brief Draws an arrow from a card to another card or a player on behalf of a view.
*
* The view resolves the endpoints before playing the card out of hand, so the
* arrow still records the zone the card started in.
*
* @param startCard Card the arrow starts from.
* @param arrow Arrow endpoints and color, as resolved by the view.
* @param deleteInPhase Phase the arrow expires in, 0 to keep it until removed.
*/
void createArrow(CardState *startCard, const ArrowData &arrow, int deleteInPhase);
void moveOneCardUntil(CardState *card);
void stopMoveTopCardsUntil();
[[nodiscard]] bool isMovingCardsUntil() const
{
return movingCardsUntil;
}
signals:
void requestViewTopCardsDialog(int defaultNumberTopCards, int deckSize);
void requestViewBottomCardsDialog(int defaultNumberBottomCards, int deckSize);
void requestShuffleTopDialog(int defaultNumberTopCards, int maxCards);
void requestShuffleBottomDialog(int defaultNumberBottomCards, int maxCards);
void requestMulliganDialog(int startSize, int handSize, int deckSize);
void requestDrawCardsDialog(int defaultNumberTopCards, int deckSize);
void requestMoveTopCardsToDialog(int defaultNumberTopCards,
int maxCards,
const QString &targetZone,
const QString &zoneDisplayName,
bool faceDown);
void requestMoveTopCardsUntilDialog(MoveTopCardsUntilOptions options);
void requestMoveBottomCardsToDialog(int defaultNumberBottomCards,
int maxCards,
const QString &targetZone,
const QString &zoneDisplayName,
bool faceDown);
void requestDrawBottomCardsDialog(int defaultNumberBottomCards, int maxCards);
void requestRollDieDialog();
void requestCreateTokenDialog(const QStringList &predefinedTokens);
void requestCreateRelatedFromRelationDialog(const CardState *sourceCard, const CardRelation *cardRelation);
void requestMoveCardXCardsFromTopDialog(int defaultNumberTopCardsToPlaceBelow, int deckSize);
void requestSetPTDialog(const QString &oldPT);
void requestSetAnnotationDialog(const QString &oldAnnotation);
void requestSetCardCounterDialog(int counterId, const QString &oldValueForDlg);
void requestZoneViewToggle(const QString &zoneName, int numberCards, bool isReversed = false);
void requestSortHand(const QList<CardList::SortOption> &options);
void requestEnableAndSetCreateAnotherTokenAction(const QString &lastTokenName);
void requestSetLastToken(CardInfoPtr lastToken);
/**
* @brief The player chose a mulligan size to remember as the starting hand size.
*
* Game logic must not write client settings itself, so persistence is left to the application.
*/
void startingHandSizeChosen(int number);
public slots:
void setLastToken(CardInfoPtr cardInfo);
void setLastTokenInfo(CardInfoPtr cardInfo);
void playCard(CardState *c, bool faceDown);
void playCardToTable(const CardState *c, bool faceDown);
void actUntapAll();
void actRequestRollDieDialog();
void actRollDie(int sides, int count);
void actFlipCoin();
void actRequestCreateTokenDialog(const QStringList &predefinedTokens);
void actCreateToken(TokenInfo tokenToCreate);
void actCreateAnotherToken();
void actRequestCreateRelatedFromRelationDialog(const CardState *sourceCard, const CardRelation *cardRelation);
bool createRelatedFromRelation(const CardState *sourceCard, const CardRelation *cardRelation, int variableCount);
void onRelatedCardCreated(const CardState *sourceCard, const CardRelation *cardRelation);
void setLastRelatedCreationSucceeded(bool succeeded)
{
lastRelatedCreationSucceeded = succeeded;
}
void actShuffle();
void actRequestShuffleTopDialog();
void actShuffleTop(int number);
void actRequestShuffleBottomDialog();
void actShuffleBottom(int number);
void actDrawCard();
void actRequestDrawCardsDialog();
void actDrawCards(int number);
void actUndoDraw();
void actRequestMulliganDialog();
void actMulligan(int number);
void actMulliganSameSize();
void actMulliganMinusOne();
void doMulligan(int number);
void actPlay(QList<CardState *> selectedCards);
void actPlayFacedown(QList<CardState *> selectedCards);
void actHide(QList<CardState *> selectedCards);
void actMoveTopCardToPlay();
void actMoveTopCardToPlayFaceDown();
void actMoveTopCardToGrave();
void actMoveTopCardToExile();
void actMoveTopCardsToGrave();
void actMoveTopCardsToGraveFaceDown();
void actMoveTopCardsToExile();
void actMoveTopCardsToExileFaceDown();
void actRequestMoveTopCardsUntilDialog();
void moveTopCardsUntil(const QString &expr, MoveTopCardsUntilOptions options);
void actMoveTopCardToBottom();
void actRequestMoveTopCardsToDialog(const QString &targetZone, const QString &zoneDisplayName, bool faceDown);
void moveTopCardsTo(int number, const QString &targetZone, bool faceDown);
void actDrawBottomCard();
void actRequestDrawBottomCardsDialog();
void actDrawBottomCards(int number);
void actMoveBottomCardToPlay();
void actMoveBottomCardToPlayFaceDown();
void actMoveBottomCardToGrave();
void actMoveBottomCardToExile();
void actMoveBottomCardsToGrave();
void actMoveBottomCardsToGraveFaceDown();
void actMoveBottomCardsToExile();
void actMoveBottomCardsToExileFaceDown();
void actMoveBottomCardToTop();
void actRequestMoveBottomCardsToDialog(const QString &targetZone, const QString &zoneDisplayName, bool faceDown);
void moveBottomCardsTo(int number, const QString &targetZone, bool faceDown);
void actViewLibrary();
void actViewHand();
void actRequestViewTopCardsDialog();
void actViewTopCards(int number);
void actRequestViewBottomCardsDialog();
void actViewBottomCards(int number);
void actAlwaysRevealTopCard(bool alwaysRevealTopCard);
void actAlwaysLookAtTopCard(bool alwaysRevealTopCard);
void actViewGraveyard();
void actLendLibrary(int lendToPlayerId);
void actRevealTopCards(int revealToPlayerId, int amount);
void actRevealRandomGraveyardCard(int revealToPlayerId);
void actViewRfg();
void actViewSideboard();
void actSayMessage();
void actOpenDeckInDeckEditor();
void actCreatePredefinedToken();
void actCreateRelatedCard(const CardState *sourceCard, int index);
void actCreateAllRelatedCards(const CardState *sourceCard);
void actRequestMoveCardXCardsFromTopDialog();
void actMoveCardXCardsFromTop(QList<CardState *> selectedCards, int number);
void actRemoveCardCounter(QList<CardState *> selectedCards, int counterId);
void actAddCardCounter(QList<CardState *> selectedCards, int counterId);
void actRequestSetCardCounterDialog(QList<CardState *> selectedCards, int counterId);
void actSetCardCounter(QList<CardState *> selectedCards, int counterId, const QString &counterValue);
void actIncrementAllCardCounters(QList<CardState *> cardsToUpdate);
void actUnattach(QList<CardState *> selectedCards);
void actIncPT(QList<CardState *> selectedCards, int deltaP, int deltaT);
void actResetPT(QList<CardState *> selectedCards);
void actRequestSetPTDialog(QList<CardState *> selectedCards);
void actSetPT(QList<CardState *> selectedCards, const QString &pt);
void actIncP(QList<CardState *> selectedCards);
void actDecP(QList<CardState *> selectedCards);
void actIncT(QList<CardState *> selectedCards);
void actDecT(QList<CardState *> selectedCards);
void actIncPT(QList<CardState *> selectedCards);
void actDecPT(QList<CardState *> selectedCards);
void actFlowP(QList<CardState *> selectedCards);
void actFlowT(QList<CardState *> selectedCards);
/** @brief Adjusts a player counter by a signed delta. */
void actIncrementCounter(int counterId, int delta);
/** @brief Sets a player counter to an absolute value. */
void actSetCounter(int counterId, int value);
void actReduceLifeByPower(QList<CardState *> selectedCards);
void actRequestSetAnnotationDialog(QList<CardState *> selectedCards);
void actSetAnnotation(QList<CardState *> selectedCards, const QString &annotation);
void actReveal(QList<CardState *> selectedCards, QAction *action);
void actRevealHand(int revealToPlayerId);
void actRevealRandomHandCard(int revealToPlayerId);
void actRevealLibrary(int revealToPlayerId);
void actSortHand();
void cardMenuAction(QList<CardState *> selectedCards, CardMenuActionType type);
private:
PlayerLogic *player;
// Borrowed settings providers (owned by the application). Null outside the client, in which case the compiled-in
// defaults below apply.
IInterfaceSettingsProvider *interfaceSettings;
ICardPreferenceProvider *cardPreferences;
int defaultNumberTopCards = 1;
int defaultNumberTopCardsToPlaceBelow = 1;
int defaultNumberBottomCards = 1;
int defaultNumberDieRoll = 20;
TokenInfo lastTokenInfo;
int lastTokenTableRow;
bool movingCardsUntil;
QTimer *moveTopCardTimer;
FilterString movingCardsUntilFilter;
int movingCardsUntilCounter = 0;
MoveTopCardsUntilOptions movingCardsUntilOptions;
bool lastRelatedCreationSucceeded = false;
[[nodiscard]] bool getPlayToStack() const;
[[nodiscard]] int getStartingHandSize() const;
[[nodiscard]] bool getAnnotateTokens() const;
[[nodiscard]] QString getCardPreferenceOverride(const QString &cardName) const;
void createCard(const CardState *sourceCard,
const QString &dbCardName,
CardRelationType attach = CardRelationType::DoesNotAttach,
bool persistent = false,
bool faceDown = false);
void playSelectedCards(QList<CardState *> selectedCards, bool faceDown = false);
void cmdSetTopCard(Command_MoveCard &cmd);
void cmdSetBottomCard(Command_MoveCard &cmd);
void offsetCardCounter(QList<CardState *> selectedCards, int counterId, int offset);
};
#endif // COCKATRICE_PLAYER_ACTIONS_H