Cockatrice/cockatrice/src/game/board/card_item.h
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

171 lines
4.8 KiB
C++

/**
* @file card_item.h
* @ingroup GameGraphicsCards
*/
//! \todo Document this file.
#ifndef CARDITEM_H
#define CARDITEM_H
#include "../zones/card_zone_logic.h"
#include "abstract_card_item.h"
#include "card_state.h"
#include <libcockatrice/network/server/remote/game/server_card.h>
#include <libcockatrice/utility/trice_limits.h>
class CardDatabase;
class CardDragItem;
class CardZone;
class ServerInfo_Card;
class PlayerLogic;
class QAction;
class QColor;
const int ROTATION_DEGREES_PER_FRAME = 10;
class CardItem : public AbstractCardItem
{
Q_OBJECT
private:
CardState *state;
QPoint gridPoint;
CardDragItem *dragItem;
QList<CardItem *> attachedCards;
void prepareDelete();
void handleClickedToPlay(bool shiftHeld);
public slots:
void deleteLater();
public:
enum
{
Type = typeCard
};
[[nodiscard]] int type() const override
{
return Type;
}
explicit CardItem(PlayerLogic *_owner,
QGraphicsItem *parent = nullptr,
const CardRef &cardRef = {},
int _cardid = -1,
CardZoneLogic *_zone = nullptr);
void retranslateUi();
[[nodiscard]] CardZoneLogic *getZone() const
{
return state->getZone();
}
void setZone(CardZoneLogic *_zone);
void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) override;
[[nodiscard]] QPoint getGridPoint() const
{
return gridPoint;
}
void setGridPoint(const QPoint &_gridPoint)
{
gridPoint = _gridPoint;
}
[[nodiscard]] QPoint getGridPos() const
{
return gridPoint;
}
[[nodiscard]] PlayerLogic *getOwner() const
{
return owner;
}
void setOwner(PlayerLogic *_owner)
{
owner = _owner;
}
[[nodiscard]] bool getAttacking() const
{
return state->getAttacking();
}
void setAttacking(bool _attacking);
[[nodiscard]] const QMap<int, int> &getCounters() const
{
return state->getCounters();
}
void setCounter(int _id, int _value);
[[nodiscard]] QString getAnnotation() const
{
return state->getAnnotation();
}
void setAnnotation(const QString &_annotation);
[[nodiscard]] bool getDoesntUntap() const
{
return state->getDoesntUntap();
}
void setDoesntUntap(bool _doesntUntap);
[[nodiscard]] QString getPT() const
{
return state->getPT();
}
void setPT(const QString &_pt);
[[nodiscard]] bool getDestroyOnZoneChange() const
{
return state->getDestroyOnZoneChange();
}
void setDestroyOnZoneChange(bool _destroy)
{
state->setDestroyOnZoneChange(_destroy);
}
[[nodiscard]] CardItem *getAttachedTo() const
{
return state->getAttachedTo();
}
void setAttachedTo(CardItem *_attachedTo);
void addAttachedCard(CardItem *card)
{
attachedCards.append(card);
}
void removeAttachedCard(CardItem *card)
{
attachedCards.removeOne(card);
}
[[nodiscard]] const QList<CardItem *> &getAttachedCards() const
{
return attachedCards;
}
void resetState(bool keepAnnotations = false);
void processCardInfo(const ServerInfo_Card &_info);
bool animationEvent();
CardDragItem *createDragItem(int _id, const QPointF &_pos, const QPointF &_scenePos, bool forceFaceDown);
void deleteDragItem();
void drawArrow(const QColor &arrowColor);
void drawAttachArrow();
void playCard(bool faceDown);
/**
* @brief Parses a string representing a p/t in order to extract the values from it.
*
* If the string contains '/', the string will be split at the '/' and each side will be parsed separately,
* which means the result list will have two elements.
*
* If '/' is not found, then the entire string is parsed together, which means the result list will
* have a single element.
*
* If either side of the split is empty, there will also only be a single element in the result list.
*
* This function will attempt to parse each substring as an int first, handling plus and minus prefixes.
* If successful, it will put the parsed value into the QVariant as an int.
* If failed, it will just put the substring into the QVariant as a QString.
*
* @param pt The p/t string
* @return A QVariantList that can contain one or two elements, where each QVariant can be either int or QString
*/
static QVariantList parsePT(const QString &pt);
protected:
void mouseMoveEvent(QGraphicsSceneMouseEvent *event) override;
void mouseReleaseEvent(QGraphicsSceneMouseEvent *event) override;
void mouseDoubleClickEvent(QGraphicsSceneMouseEvent *event) override;
QVariant itemChange(GraphicsItemChange change, const QVariant &value) override;
};
#endif