Cockatrice/cockatrice/src/game/game_state.h
BruebachL c5fde071e7
[Cleanup] Unused #includes (#6367)
* [Cleanup] Unused #includes

Took 44 minutes

* [Cleanup] More unused #includes

Took 55 minutes

* [Cleanup] Include QSet

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* [Cleanup] Include QDebug in deck_list.cpp

Took 3 minutes

* [Cleanup] Include protocol stuff in servatrice_database_interface.h

Took 3 minutes

* [Cleanup] Include QDialogButtonBox

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* [Cleanup] Include QUrl

Took 8 minutes

* [Cleanup] Include QTextOption in header.

Took 3 minutes

* [Cleanup] Include QMap in user_list_manager.h

Took 8 minutes

* [Cleanup] Adjust qjson

Took 8 minutes

* [Cleanup] include button box.

Took 3 minutes

* [Cleanup] Redo fwd declarations.

* [Cleanup] Redo last removed fwd declarations.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2025-11-29 18:53:11 +01:00

137 lines
2.6 KiB
C++

/**
* @file game_state.h
* @ingroup GameLogic
* @brief TODO: Document this.
*/
#ifndef COCKATRICE_GAME_STATE_H
#define COCKATRICE_GAME_STATE_H
#include <QTimer>
#include <libcockatrice/network/client/abstract/abstract_client.h>
class AbstractGame;
class ServerInfo_PlayerProperties;
class ServerInfo_User;
class GameState : public QObject
{
Q_OBJECT
public:
explicit GameState(AbstractGame *parent,
int secondsElapsed,
int hostId,
bool isLocalGame,
QList<AbstractClient *> clients,
bool gameStateKnown,
bool resuming,
int currentPhase,
bool gameClosed);
void setHostId(int _hostId)
{
hostId = _hostId;
}
QList<AbstractClient *> getClients() const
{
return clients;
}
bool getIsLocalGame() const
{
return isLocalGame;
}
bool isResuming() const
{
return resuming;
}
void setResuming(bool _resuming)
{
resuming = _resuming;
}
bool isGameStateKnown() const
{
return gameStateKnown;
}
int getCurrentPhase() const
{
return currentPhase;
}
void setCurrentPhase(int phase)
{
currentPhase = phase;
emit activePhaseChanged(phase);
}
void setActivePlayer(int activePlayerId)
{
activePlayer = activePlayerId;
emit activePlayerChanged(activePlayer);
}
int getActivePlayer() const
{
return activePlayer;
}
void setGameClosed(bool closed)
{
gameClosed = closed;
}
bool isGameClosed() const
{
return gameClosed;
}
void onStartedChanged(bool _started)
{
if (_started) {
emit gameStarted(_started);
} else {
emit gameStopped();
}
}
void setGameStateKnown(bool known)
{
gameStateKnown = known;
}
int getHostId() const
{
return hostId;
}
signals:
void updateTimeElapsedLabel(QString newTime);
void gameStarted(bool resuming);
void gameStopped();
void activePhaseChanged(int activePhase);
void activePlayerChanged(int playerId);
public slots:
void incrementGameTime();
void setGameTime(int _secondsElapsed);
private:
QTimer *gameTimer;
int secondsElapsed;
int hostId;
const bool isLocalGame;
QList<AbstractClient *> clients;
bool gameStateKnown;
bool resuming;
int currentPhase;
int activePlayer;
bool gameClosed;
};
#endif // COCKATRICE_GAME_STATE_H