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* [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>
138 lines
3.7 KiB
C++
138 lines
3.7 KiB
C++
/**
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* @file player_manager.h
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* @ingroup GameLogicPlayers
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*/
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//! \todo Document this file.
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#ifndef COCKATRICE_PLAYER_MANAGER_H
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#define COCKATRICE_PLAYER_MANAGER_H
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#include "libcockatrice/protocol/pb/serverinfo_user.pb.h"
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#include <QMap>
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#include <QObject>
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#include <QString>
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#include <libcockatrice/protocol/pb/serverinfo_playerproperties.pb.h>
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#include <qtmetamacros.h>
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class AbstractGame;
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class ICardPreferenceProvider;
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class IInterfaceSettingsProvider;
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class PlayerLogic;
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class PlayerManager : public QObject
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{
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Q_OBJECT
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public:
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PlayerManager(AbstractGame *_game,
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int _localPlayerId,
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bool _localPlayerIsJudge,
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bool localPlayerIsSpectator,
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IInterfaceSettingsProvider *interfaceSettings = nullptr,
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ICardPreferenceProvider *cardPreferences = nullptr);
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AbstractGame *game;
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QMap<int, PlayerLogic *> players;
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int localPlayerId;
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bool localPlayerIsJudge;
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bool localPlayerIsSpectator;
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QMap<int, ServerInfo_User> spectators;
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// Borrowed settings providers forwarded to each PlayerLogic (owned by the application).
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IInterfaceSettingsProvider *interfaceSettings;
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ICardPreferenceProvider *cardPreferences;
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[[nodiscard]] bool isSpectator() const
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{
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return localPlayerIsSpectator;
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}
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[[nodiscard]] bool isJudge() const
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{
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return localPlayerIsJudge;
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}
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[[nodiscard]] int getLocalPlayerId() const
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{
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return localPlayerId;
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}
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[[nodiscard]] const QMap<int, PlayerLogic *> &getPlayers() const
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{
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return players;
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}
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[[nodiscard]] int getPlayerCount() const
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{
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return players.size();
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}
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[[nodiscard]] PlayerLogic *getActiveLocalPlayer(int activePlayer) const;
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bool isLocalPlayer(int playerId);
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PlayerLogic *addPlayer(int playerId, const ServerInfo_User &info);
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void removePlayer(int playerId);
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[[nodiscard]] PlayerLogic *getPlayer(int playerId) const;
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void onPlayerConceded(int playerId, bool conceded);
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[[nodiscard]] bool isMainPlayerConceded() const;
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[[nodiscard]] bool isLocalPlayer(int playerId) const
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{
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return playerId == getLocalPlayerId();
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}
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[[nodiscard]] const QMap<int, ServerInfo_User> &getSpectators() const
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{
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return spectators;
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}
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[[nodiscard]] ServerInfo_User getSpectator(int playerId) const
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{
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return spectators.value(playerId);
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}
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[[nodiscard]] QString getSpectatorName(int spectatorId) const
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{
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return QString::fromStdString(spectators.value(spectatorId).name());
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}
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void addSpectator(int spectatorId, const ServerInfo_PlayerProperties &prop)
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{
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if (!spectators.contains(spectatorId)) {
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spectators.insert(spectatorId, prop.user_info());
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emit spectatorAdded(prop);
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}
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}
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void removeSpectator(int spectatorId)
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{
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ServerInfo_User spectatorInfo = spectators.value(spectatorId);
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spectators.remove(spectatorId);
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emit spectatorRemoved(spectatorId, spectatorInfo);
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}
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/** @brief Remove all spectators, emitting the removal signal for each. */
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void clearSpectators();
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[[nodiscard]] AbstractGame *getGame() const
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{
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return game;
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}
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signals:
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void playerAdded(PlayerLogic *player);
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void playerRemoved(PlayerLogic *player);
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void activeLocalPlayerConceded();
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void activeLocalPlayerUnconceded();
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void playerConceded(int playerId);
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void playerUnconceded(int playerId);
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void playerCountChanged();
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void spectatorAdded(ServerInfo_PlayerProperties spectator);
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void spectatorRemoved(int spectatorId, ServerInfo_User spectator);
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};
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#endif // COCKATRICE_PLAYER_MANAGER_H
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