Cockatrice/cockatrice/src/game/player/player.cpp
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

481 lines
15 KiB
C++

#include "player.h"
#include "../../interface/theme_manager.h"
#include "../../interface/widgets/tabs/tab_game.h"
#include "../board/arrow_item.h"
#include "../board/card_item.h"
#include "../board/card_list.h"
#include "../board/counter_general.h"
#include "../game_scene.h"
#include "../zones/hand_zone.h"
#include "../zones/pile_zone.h"
#include "../zones/stack_zone.h"
#include "../zones/table_zone.h"
#include "player_actions.h"
#include "player_target.h"
#include <QDebug>
#include <QMenu>
#include <QMetaType>
#include <QPainter>
#include <QtConcurrent>
#include <libcockatrice/protocol/pb/command_attach_card.pb.h>
#include <libcockatrice/protocol/pb/command_set_card_counter.pb.h>
#include <libcockatrice/protocol/pb/event_create_arrow.pb.h>
#include <libcockatrice/protocol/pb/event_create_counter.pb.h>
#include <libcockatrice/protocol/pb/event_draw_cards.pb.h>
#include <libcockatrice/protocol/pb/serverinfo_player.pb.h>
#include <libcockatrice/protocol/pb/serverinfo_user.pb.h>
#include <libcockatrice/protocol/pb/serverinfo_zone.pb.h>
#include <libcockatrice/utility/color.h>
Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, AbstractGame *_parent)
: QObject(_parent), game(_parent), playerInfo(new PlayerInfo(info, _id, _local, _judge)),
playerEventHandler(new PlayerEventHandler(this)), playerActions(new PlayerActions(this)), active(false),
conceded(false), zoneId(0), dialogSemaphore(false)
{
initializeZones();
playerMenu = new PlayerMenu(this);
graphicsItem = new PlayerGraphicsItem(this);
playerMenu->setMenusForGraphicItems();
connect(this, &Player::activeChanged, graphicsItem, &PlayerGraphicsItem::onPlayerActiveChanged);
connect(this, &Player::openDeckEditor, game->getTab(), &TabGame::openDeckEditor);
forwardActionSignalsToEventHandler();
}
// Event Handler is the controller i.e. everything hooks up to this to know about player state
// Player should forward (private) signals to the event handler
void Player::forwardActionSignalsToEventHandler()
{
connect(playerActions, &PlayerActions::logSetTapped, playerEventHandler, &PlayerEventHandler::logSetTapped);
connect(playerActions, &PlayerActions::logSetDoesntUntap, playerEventHandler,
&PlayerEventHandler::logSetDoesntUntap);
connect(playerActions, &PlayerActions::logSetAnnotation, playerEventHandler, &PlayerEventHandler::logSetAnnotation);
connect(playerActions, &PlayerActions::logSetPT, playerEventHandler, &PlayerEventHandler::logSetPT);
}
void Player::initializeZones()
{
addZone(new PileZoneLogic(this, ZoneNames::DECK, false, true, false, this));
addZone(new PileZoneLogic(this, ZoneNames::GRAVE, false, false, true, this));
addZone(new PileZoneLogic(this, ZoneNames::EXILE, false, false, true, this));
addZone(new PileZoneLogic(this, ZoneNames::SIDEBOARD, false, false, false, this));
addZone(new TableZoneLogic(this, ZoneNames::TABLE, true, false, true, this));
addZone(new StackZoneLogic(this, ZoneNames::STACK, true, false, true, this));
bool visibleHand = playerInfo->getLocalOrJudge() ||
(game->getPlayerManager()->isSpectator() && game->getGameMetaInfo()->spectatorsOmniscient());
addZone(new HandZoneLogic(this, ZoneNames::HAND, false, false, visibleHand, this));
}
Player::~Player()
{
qCInfo(PlayerLog) << "Player destructor:" << getPlayerInfo()->getName();
QMapIterator<QString, CardZoneLogic *> i(zones);
while (i.hasNext())
delete i.next().value();
zones.clear();
delete playerMenu;
delete getPlayerInfo()->userInfo;
}
void Player::clear()
{
clearArrows();
QMapIterator<QString, CardZoneLogic *> i(zones);
while (i.hasNext()) {
i.next().value()->clearContents();
}
clearCounters();
}
void Player::setConceded(bool _conceded)
{
if (conceded != _conceded) {
conceded = _conceded;
getGraphicsItem()->setVisible(!conceded);
if (conceded) {
clear();
}
emit concededChanged(getPlayerInfo()->getId(), conceded);
}
}
void Player::setZoneId(int _zoneId)
{
zoneId = _zoneId;
graphicsItem->getPlayerArea()->setPlayerZoneId(zoneId);
}
void Player::processPlayerInfo(const ServerInfo_Player &info)
{
static QSet<QString> builtinZones{/* PileZones */
ZoneNames::DECK, ZoneNames::GRAVE, ZoneNames::EXILE, ZoneNames::SIDEBOARD,
/* TableZone */
ZoneNames::TABLE,
/* StackZone */
ZoneNames::STACK,
/* HandZone */
ZoneNames::HAND};
clearCounters();
clearArrows();
QMutableMapIterator<QString, CardZoneLogic *> zoneIt(zones);
while (zoneIt.hasNext()) {
zoneIt.next().value()->clearContents();
if (!builtinZones.contains(zoneIt.key())) {
zoneIt.remove();
}
}
emit clearCustomZonesMenu();
const int zoneListSize = info.zone_list_size();
for (int i = 0; i < zoneListSize; ++i) {
const ServerInfo_Zone &zoneInfo = info.zone_list(i);
QString zoneName = QString::fromStdString(zoneInfo.name());
CardZoneLogic *zone = zones.value(zoneName, 0);
if (!zone) {
// Create a new CardZone if it doesn't exist
if (zoneInfo.with_coords()) {
// Visibility not currently supported for TableZone
zone = addZone(new TableZoneLogic(this, zoneName, true, false, true, this));
} else {
// Zones without coordinats are always treated as non-shufflable
// PileZones, although supporting alternate hand or stack zones
// might make sense in some scenarios.
bool contentsKnown;
switch (zoneInfo.type()) {
case ServerInfo_Zone::PrivateZone:
contentsKnown =
playerInfo->getLocalOrJudge() || (game->getPlayerManager()->isSpectator() &&
game->getGameMetaInfo()->spectatorsOmniscient());
break;
case ServerInfo_Zone::PublicZone:
contentsKnown = true;
break;
case ServerInfo_Zone::HiddenZone:
contentsKnown = false;
break;
}
zone = addZone(new PileZoneLogic(this, zoneName, false, /* isShufflable */ false, contentsKnown, this));
}
// Non-builtin zones are hidden by default and can't be interacted
// with, except through menus.
emit zone->setGraphicsVisibility(false);
emit addViewCustomZoneActionToCustomZoneMenu(zoneName);
continue;
}
const int cardListSize = zoneInfo.card_list_size();
if (!cardListSize) {
for (int j = 0; j < zoneInfo.card_count(); ++j) {
zone->addCard(new CardItem(this), false, -1);
}
} else {
for (int j = 0; j < cardListSize; ++j) {
const ServerInfo_Card &cardInfo = zoneInfo.card_list(j);
auto *card = new CardItem(this);
card->processCardInfo(cardInfo);
zone->addCard(card, false, cardInfo.x(), cardInfo.y());
}
}
if (zoneInfo.has_always_reveal_top_card()) {
zone->setAlwaysRevealTopCard(zoneInfo.always_reveal_top_card());
}
zone->reorganizeCards();
}
const int counterListSize = info.counter_list_size();
for (int i = 0; i < counterListSize; ++i) {
addCounter(info.counter_list(i));
}
setConceded(info.properties().conceded());
}
void Player::processCardAttachment(const ServerInfo_Player &info)
{
const int zoneListSize = info.zone_list_size();
for (int i = 0; i < zoneListSize; ++i) {
const ServerInfo_Zone &zoneInfo = info.zone_list(i);
CardZoneLogic *zone = zones.value(QString::fromStdString(zoneInfo.name()), 0);
if (!zone) {
continue;
}
const int cardListSize = zoneInfo.card_list_size();
for (int j = 0; j < cardListSize; ++j) {
const ServerInfo_Card &cardInfo = zoneInfo.card_list(j);
if (cardInfo.has_attach_player_id()) {
CardItem *startCard = zone->getCard(cardInfo.id());
CardItem *targetCard =
game->getCard(cardInfo.attach_player_id(), QString::fromStdString(cardInfo.attach_zone()),
cardInfo.attach_card_id());
if (!targetCard) {
continue;
}
startCard->setAttachedTo(targetCard);
}
}
}
const int arrowListSize = info.arrow_list_size();
for (int i = 0; i < arrowListSize; ++i) {
addArrow(info.arrow_list(i));
}
}
void Player::addCard(CardItem *card)
{
emit newCardAdded(card);
}
void Player::deleteCard(CardItem *card)
{
if (card == nullptr) {
return;
} else if (dialogSemaphore) {
cardsToDelete.append(card);
} else {
card->deleteLater();
}
}
void Player::setDeck(const DeckList &_deck)
{
deck = _deck;
emit deckChanged();
}
AbstractCounter *Player::addCounter(const ServerInfo_Counter &counter)
{
return addCounter(counter.id(), QString::fromStdString(counter.name()),
convertColorToQColor(counter.counter_color()), counter.radius(), counter.count());
}
AbstractCounter *Player::addCounter(int counterId, const QString &name, QColor color, int radius, int value)
{
if (counters.contains(counterId)) {
return nullptr;
}
AbstractCounter *ctr;
if (name == "life") {
ctr = getGraphicsItem()->getPlayerTarget()->addCounter(counterId, name, value);
} else {
ctr = new GeneralCounter(this, counterId, name, color, radius, value, true, graphicsItem);
}
counters.insert(counterId, ctr);
if (playerMenu->getCountersMenu() && ctr->getMenu()) {
playerMenu->getCountersMenu()->addMenu(ctr->getMenu());
}
if (playerMenu->getShortcutsActive()) {
ctr->setShortcutsActive();
}
emit rearrangeCounters();
return ctr;
}
void Player::delCounter(int counterId)
{
AbstractCounter *ctr = counters.value(counterId, 0);
if (!ctr) {
return;
}
ctr->delCounter();
counters.remove(counterId);
emit rearrangeCounters();
}
void Player::clearCounters()
{
QMapIterator<int, AbstractCounter *> counterIterator(counters);
while (counterIterator.hasNext()) {
counterIterator.next().value()->delCounter();
}
counters.clear();
}
void Player::incrementAllCardCounters()
{
QList<CardItem *> cardsToUpdate;
auto selectedItems = getGameScene()->selectedItems();
if (!selectedItems.isEmpty()) {
// If cards are selected, only update those
for (const auto &item : selectedItems) {
auto *card = static_cast<CardItem *>(item);
cardsToUpdate.append(card);
}
} else {
// If no cards selected, update all cards on table
const CardList &tableCards = getTableZone()->getCards();
cardsToUpdate = tableCards;
}
QList<const ::google::protobuf::Message *> commandList;
for (const auto *card : cardsToUpdate) {
const auto &cardCounters = card->getCounters();
QMapIterator<int, int> counterIterator(cardCounters);
while (counterIterator.hasNext()) {
counterIterator.next();
int counterId = counterIterator.key();
int currentValue = counterIterator.value();
if (currentValue >= MAX_COUNTERS_ON_CARD) {
continue;
}
auto cmd = std::make_unique<Command_SetCardCounter>();
cmd->set_zone(card->getZone()->getName().toStdString());
cmd->set_card_id(card->getId());
cmd->set_counter_id(counterId);
cmd->set_counter_value(currentValue + 1);
commandList.append(cmd.release());
}
}
if (!commandList.isEmpty()) {
playerActions->sendGameCommand(playerActions->prepareGameCommand(commandList));
}
}
ArrowItem *Player::addArrow(const ServerInfo_Arrow &arrow)
{
const QMap<int, Player *> &playerList = game->getPlayerManager()->getPlayers();
Player *startPlayer = playerList.value(arrow.start_player_id(), 0);
Player *targetPlayer = playerList.value(arrow.target_player_id(), 0);
if (!startPlayer || !targetPlayer) {
return nullptr;
}
CardZoneLogic *startZone = startPlayer->getZones().value(QString::fromStdString(arrow.start_zone()), 0);
CardZoneLogic *targetZone = nullptr;
if (arrow.has_target_zone()) {
targetZone = targetPlayer->getZones().value(QString::fromStdString(arrow.target_zone()), 0);
}
if (!startZone || (!targetZone && arrow.has_target_zone())) {
return nullptr;
}
CardItem *startCard = startZone->getCard(arrow.start_card_id());
CardItem *targetCard = nullptr;
if (targetZone) {
targetCard = targetZone->getCard(arrow.target_card_id());
}
if (!startCard || (!targetCard && arrow.has_target_card_id())) {
return nullptr;
}
if (targetCard) {
return addArrow(arrow.id(), startCard, targetCard, convertColorToQColor(arrow.arrow_color()));
} else {
return addArrow(arrow.id(), startCard, targetPlayer->getGraphicsItem()->getPlayerTarget(),
convertColorToQColor(arrow.arrow_color()));
}
}
ArrowItem *Player::addArrow(int arrowId, CardItem *startCard, ArrowTarget *targetItem, const QColor &color)
{
auto *arrow = new ArrowItem(this, arrowId, startCard, targetItem, color);
arrows.insert(arrowId, arrow);
getGameScene()->addItem(arrow);
return arrow;
}
void Player::delArrow(int arrowId)
{
ArrowItem *arr = arrows.value(arrowId, 0);
if (!arr) {
return;
}
arr->delArrow();
}
void Player::removeArrow(ArrowItem *arrow)
{
if (arrow->getId() != -1) {
arrows.remove(arrow->getId());
}
}
void Player::clearArrows()
{
QMapIterator<int, ArrowItem *> arrowIterator(arrows);
while (arrowIterator.hasNext()) {
arrowIterator.next().value()->delArrow();
}
arrows.clear();
}
bool Player::clearCardsToDelete()
{
if (cardsToDelete.isEmpty()) {
return false;
}
for (auto &i : cardsToDelete) {
if (i != nullptr) {
i->deleteLater();
}
}
cardsToDelete.clear();
return true;
}
void Player::setActive(bool _active)
{
active = _active;
emit activeChanged(active);
}
void Player::updateZones()
{
getTableZone()->reorganizeCards();
}
PlayerGraphicsItem *Player::getGraphicsItem()
{
return graphicsItem;
}
GameScene *Player::getGameScene()
{
return getGraphicsItem()->getGameScene();
}
void Player::setGameStarted()
{
if (playerInfo->local) {
emit resetTopCardMenuActions();
}
setConceded(false);
}