Cockatrice/cockatrice/src/game/player/player_actions.cpp
BruebachL cbfd286908
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[Game][Player] Move dialog creation out of player_actions and into player_dialogs (#6946)
* [Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem

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* Drop early return.

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* [Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem

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* [Game][Menus] Make Menus accept PlayerGraphicsItem instead of PlayerLogic

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* [Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem

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* [Game][Menus] Make Menus accept PlayerGraphicsItem instead of PlayerLogic

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* [Game][Player] Move dialog creation out of player_actions and into player_dialogs

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* Fix typo.

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* Addressed comments.

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* Reintroduce clearCardsToDelete check.

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* Capture cards before semaphore.

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---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-06-09 08:22:59 +02:00

2009 lines
62 KiB
C++

#include "player_actions.h"
#include "../../game_graphics/zones/hand_zone.h"
#include "../../game_graphics/zones/table_zone.h"
#include "../../interface/widgets/tabs/tab_game.h"
#include "../../interface/widgets/utility/get_text_with_max.h"
#include "../board/card_item.h"
#include "../dialogs/dlg_move_top_cards_until.h"
#include "../dialogs/dlg_roll_dice.h"
#include "../zones/view_zone_logic.h"
#include "card_menu_action_type.h"
#include <libcockatrice/card/database/card_database_manager.h>
#include <libcockatrice/card/relation/card_relation.h>
#include <libcockatrice/protocol/pb/command_attach_card.pb.h>
#include <libcockatrice/protocol/pb/command_change_zone_properties.pb.h>
#include <libcockatrice/protocol/pb/command_create_token.pb.h>
#include <libcockatrice/protocol/pb/command_draw_cards.pb.h>
#include <libcockatrice/protocol/pb/command_flip_card.pb.h>
#include <libcockatrice/protocol/pb/command_game_say.pb.h>
#include <libcockatrice/protocol/pb/command_inc_counter.pb.h>
#include <libcockatrice/protocol/pb/command_move_card.pb.h>
#include <libcockatrice/protocol/pb/command_mulligan.pb.h>
#include <libcockatrice/protocol/pb/command_reveal_cards.pb.h>
#include <libcockatrice/protocol/pb/command_roll_die.pb.h>
#include <libcockatrice/protocol/pb/command_set_card_attr.pb.h>
#include <libcockatrice/protocol/pb/command_set_card_counter.pb.h>
#include <libcockatrice/protocol/pb/command_shuffle.pb.h>
#include <libcockatrice/protocol/pb/command_undo_draw.pb.h>
#include <libcockatrice/protocol/pb/context_move_card.pb.h>
#include <libcockatrice/utility/expression.h>
#include <libcockatrice/utility/trice_limits.h>
#include <libcockatrice/utility/zone_names.h>
// milliseconds in between triggers of the move top cards until action
static constexpr int MOVE_TOP_CARD_UNTIL_INTERVAL = 100;
PlayerActions::PlayerActions(PlayerLogic *_player)
: QObject(_player), player(_player), lastTokenTableRow(0), movingCardsUntil(false)
{
connect(this, &PlayerActions::requestZoneViewToggle, player, &PlayerLogic::onRequestZoneViewToggle);
moveTopCardTimer = new QTimer(this);
moveTopCardTimer->setInterval(MOVE_TOP_CARD_UNTIL_INTERVAL);
moveTopCardTimer->setSingleShot(true);
connect(moveTopCardTimer, &QTimer::timeout, [this]() { actMoveTopCardToPlay(); });
}
void PlayerActions::playCard(CardItem *card, bool faceDown)
{
if (card == nullptr) {
return;
}
Command_MoveCard cmd;
cmd.set_start_player_id(card->getZone()->getPlayer()->getPlayerInfo()->getId());
cmd.set_start_zone(card->getZone()->getName().toStdString());
cmd.set_target_player_id(player->getPlayerInfo()->getId());
CardToMove *cardToMove = cmd.mutable_cards_to_move()->add_card();
cardToMove->set_card_id(card->getId());
ExactCard exactCard = card->getCard();
if (!exactCard) {
return;
}
const CardInfo &info = exactCard.getInfo();
int tableRow = info.getUiAttributes().tableRow;
bool playToStack = SettingsCache::instance().getPlayToStack();
QString currentZone = card->getZone()->getName();
if (!faceDown && currentZone == ZoneNames::STACK && tableRow == 3) {
cmd.set_target_zone(ZoneNames::GRAVE);
cmd.set_x(0);
cmd.set_y(0);
} else if (!faceDown && ((!playToStack && tableRow == 3) ||
((playToStack && tableRow != 0) && currentZone != ZoneNames::STACK))) {
cmd.set_target_zone(ZoneNames::STACK);
cmd.set_x(-1);
cmd.set_y(0);
} else {
tableRow = faceDown ? 2 : info.getUiAttributes().tableRow;
QPoint gridPoint = QPoint(-1, TableZone::tableRowToGridY(tableRow));
cardToMove->set_face_down(faceDown);
if (!faceDown) {
cardToMove->set_pt(info.getPowTough().toStdString());
}
cardToMove->set_tapped(!faceDown && info.getUiAttributes().cipt);
if (tableRow != 3) {
cmd.set_target_zone(ZoneNames::TABLE);
}
cmd.set_x(gridPoint.x());
cmd.set_y(gridPoint.y());
}
sendGameCommand(cmd);
}
/**
* Like {@link PlayerActions::playCard}, but forces the card to be played to the table zone.
* Cards with tablerow 3 (the stack) will be played to tablerow 1 (the noncreatures row).
*/
void PlayerActions::playCardToTable(const CardItem *card, bool faceDown)
{
if (card == nullptr) {
return;
}
Command_MoveCard cmd;
cmd.set_start_player_id(card->getZone()->getPlayer()->getPlayerInfo()->getId());
cmd.set_start_zone(card->getZone()->getName().toStdString());
cmd.set_target_player_id(player->getPlayerInfo()->getId());
CardToMove *cardToMove = cmd.mutable_cards_to_move()->add_card();
cardToMove->set_card_id(card->getId());
ExactCard exactCard = card->getCard();
if (!exactCard) {
return;
}
const CardInfo &info = exactCard.getInfo();
int tableRow = faceDown ? 2 : info.getUiAttributes().tableRow;
QPoint gridPoint = QPoint(-1, TableZone::tableRowToGridY(tableRow));
cardToMove->set_face_down(faceDown);
if (!faceDown) {
cardToMove->set_pt(info.getPowTough().toStdString());
}
cardToMove->set_tapped(!faceDown && info.getUiAttributes().cipt);
cmd.set_target_zone(ZoneNames::TABLE);
cmd.set_x(gridPoint.x());
cmd.set_y(gridPoint.y());
sendGameCommand(cmd);
}
void PlayerActions::actViewLibrary()
{
emit requestZoneViewToggle(ZoneNames::DECK, -1);
}
void PlayerActions::actViewHand()
{
emit requestZoneViewToggle(ZoneNames::HAND, -1);
}
/**
* @brief The sortHand actions only pass along a single SortOption in its data.
* This method fills out the rest of the sort priority list given that option.
* @param option The single sort option
* @return The sort priority list
*/
static QList<CardList::SortOption> expandSortOption(CardList::SortOption option)
{
switch (option) {
case CardList::SortByName:
return {};
case CardList::SortByMainType:
return {CardList::SortByMainType, CardList::SortByManaValue};
case CardList::SortByManaValue:
return {CardList::SortByManaValue, CardList::SortByColors};
default:
return {option};
}
}
void PlayerActions::actSortHand()
{
auto *action = qobject_cast<QAction *>(sender());
CardList::SortOption option = static_cast<CardList::SortOption>(action->data().toInt());
QList<CardList::SortOption> sortOptions = expandSortOption(option);
static QList defaultOptions = {CardList::SortByName, CardList::SortByPrinting};
emit requestSortHand(sortOptions + defaultOptions);
}
void PlayerActions::actRequestViewTopCardsDialog()
{
emit requestViewTopCardsDialog(defaultNumberTopCards, player->getDeckZone()->getCards().size());
}
void PlayerActions::actViewTopCards(int number)
{
defaultNumberTopCards = number;
emit requestZoneViewToggle(ZoneNames::DECK, number);
}
void PlayerActions::actRequestViewBottomCardsDialog()
{
emit requestViewBottomCardsDialog(defaultNumberBottomCards, player->getDeckZone()->getCards().size());
}
void PlayerActions::actViewBottomCards(int number)
{
defaultNumberBottomCards = number;
emit requestZoneViewToggle(ZoneNames::DECK, number, true);
}
void PlayerActions::actAlwaysRevealTopCard(bool alwaysRevealTopCard)
{
Command_ChangeZoneProperties cmd;
cmd.set_zone_name(ZoneNames::DECK);
cmd.set_always_reveal_top_card(alwaysRevealTopCard);
sendGameCommand(cmd);
}
void PlayerActions::actAlwaysLookAtTopCard(bool alwaysRevealTopCard)
{
Command_ChangeZoneProperties cmd;
cmd.set_zone_name(ZoneNames::DECK);
cmd.set_always_look_at_top_card(alwaysRevealTopCard);
sendGameCommand(cmd);
}
void PlayerActions::actOpenDeckInDeckEditor()
{
emit player->openDeckEditor({.deckList = player->getDeck()});
}
void PlayerActions::actViewGraveyard()
{
emit requestZoneViewToggle(ZoneNames::GRAVE, -1);
}
void PlayerActions::actViewRfg()
{
emit requestZoneViewToggle(ZoneNames::EXILE, -1);
}
void PlayerActions::actViewSideboard()
{
emit requestZoneViewToggle(ZoneNames::SIDEBOARD, -1);
}
void PlayerActions::actShuffle()
{
sendGameCommand(Command_Shuffle());
}
void PlayerActions::actRequestShuffleTopDialog()
{
const int maxCards = player->getDeckZone()->getCards().size();
if (maxCards == 0) {
return;
}
emit requestShuffleTopDialog(defaultNumberTopCards, maxCards);
}
void PlayerActions::actShuffleTop(int number)
{
const int maxCards = player->getDeckZone()->getCards().size();
if (maxCards == 0) {
return;
}
if (number > maxCards) {
number = maxCards;
}
defaultNumberTopCards = number;
Command_Shuffle cmd;
cmd.set_zone_name(ZoneNames::DECK);
cmd.set_start(0);
cmd.set_end(number - 1); // inclusive, the indexed card at end will be shuffled
sendGameCommand(cmd);
}
void PlayerActions::actRequestShuffleBottomDialog()
{
const int maxCards = player->getDeckZone()->getCards().size();
if (maxCards == 0) {
return;
}
emit requestShuffleBottomDialog(defaultNumberBottomCards, maxCards);
}
void PlayerActions::actShuffleBottom(int number)
{
const int maxCards = player->getDeckZone()->getCards().size();
if (maxCards == 0) {
return;
}
if (number > maxCards) {
number = maxCards;
}
defaultNumberBottomCards = number;
Command_Shuffle cmd;
cmd.set_zone_name(ZoneNames::DECK);
cmd.set_start(-number);
cmd.set_end(-1);
sendGameCommand(cmd);
}
void PlayerActions::actDrawCard()
{
Command_DrawCards cmd;
cmd.set_number(1);
sendGameCommand(cmd);
}
void PlayerActions::actRequestMulliganDialog()
{
int startSize = SettingsCache::instance().getStartingHandSize();
int handSize = player->getHandZone()->getCards().size();
int deckSize = player->getDeckZone()->getCards().size() + handSize;
emit requestMulliganDialog(startSize, handSize, deckSize);
}
void PlayerActions::actMulligan(int number)
{
int handSize = player->getHandZone()->getCards().size();
if (number < 1) {
number = handSize + number;
}
doMulligan(number);
SettingsCache::instance().setStartingHandSize(number);
}
void PlayerActions::actMulliganSameSize()
{
int handSize = player->getHandZone()->getCards().size();
doMulligan(handSize);
}
void PlayerActions::actMulliganMinusOne()
{
int handSize = player->getHandZone()->getCards().size();
int targetSize = qMax(1, handSize - 1);
doMulligan(targetSize);
}
void PlayerActions::doMulligan(int number)
{
if (number < 1) {
return;
}
Command_Mulligan cmd;
cmd.set_number(number);
sendGameCommand(cmd);
}
void PlayerActions::actRequestDrawCardsDialog()
{
int deckSize = player->getDeckZone()->getCards().size();
emit requestDrawCardsDialog(defaultNumberTopCards, deckSize);
}
void PlayerActions::actDrawCards(int number)
{
defaultNumberTopCards = number;
Command_DrawCards cmd;
cmd.set_number(static_cast<google::protobuf::uint32>(number));
sendGameCommand(cmd);
}
void PlayerActions::actUndoDraw()
{
sendGameCommand(Command_UndoDraw());
}
void PlayerActions::cmdSetTopCard(Command_MoveCard &cmd)
{
cmd.set_start_zone(ZoneNames::DECK);
auto *cardToMove = cmd.mutable_cards_to_move()->add_card();
cardToMove->set_card_id(0);
cmd.set_target_player_id(player->getPlayerInfo()->getId());
}
void PlayerActions::cmdSetBottomCard(Command_MoveCard &cmd)
{
CardZoneLogic *zone = player->getDeckZone();
int lastCard = zone->getCards().size() - 1;
cmd.set_start_zone(ZoneNames::DECK);
auto *cardToMove = cmd.mutable_cards_to_move()->add_card();
cardToMove->set_card_id(lastCard);
cmd.set_target_player_id(player->getPlayerInfo()->getId());
}
void PlayerActions::actMoveTopCardToGrave()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
Command_MoveCard cmd;
cmdSetTopCard(cmd);
cmd.set_target_zone(ZoneNames::GRAVE);
cmd.set_x(0);
cmd.set_y(0);
sendGameCommand(cmd);
}
void PlayerActions::actMoveTopCardToExile()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
Command_MoveCard cmd;
cmdSetTopCard(cmd);
cmd.set_target_zone(ZoneNames::EXILE);
cmd.set_x(0);
cmd.set_y(0);
sendGameCommand(cmd);
}
void PlayerActions::actMoveTopCardsToGrave()
{
actRequestMoveTopCardsToDialog(ZoneNames::GRAVE, tr("grave"), false);
}
void PlayerActions::actMoveTopCardsToGraveFaceDown()
{
actRequestMoveTopCardsToDialog(ZoneNames::GRAVE, tr("grave"), true);
}
void PlayerActions::actMoveTopCardsToExile()
{
actRequestMoveTopCardsToDialog(ZoneNames::EXILE, tr("exile"), false);
}
void PlayerActions::actMoveTopCardsToExileFaceDown()
{
actRequestMoveTopCardsToDialog(ZoneNames::EXILE, tr("exile"), true);
}
void PlayerActions::actRequestMoveTopCardsToDialog(const QString &targetZone,
const QString &zoneDisplayName,
bool faceDown)
{
const int maxCards = player->getDeckZone()->getCards().size();
if (maxCards == 0) {
return;
}
emit requestMoveTopCardsToDialog(defaultNumberTopCards, maxCards, targetZone, zoneDisplayName, faceDown);
}
void PlayerActions::moveTopCardsTo(int number, const QString &targetZone, bool faceDown)
{
const int maxCards = player->getDeckZone()->getCards().size();
if (maxCards == 0) {
return;
}
if (number > maxCards) {
number = maxCards;
}
defaultNumberTopCards = number;
Command_MoveCard cmd;
cmd.set_start_zone(ZoneNames::DECK);
cmd.set_target_player_id(player->getPlayerInfo()->getId());
cmd.set_target_zone(targetZone.toStdString());
cmd.set_x(0);
cmd.set_y(0);
for (int i = number - 1; i >= 0; --i) {
auto card = cmd.mutable_cards_to_move()->add_card();
card->set_card_id(i);
if (faceDown) {
card->set_face_down(true);
}
}
sendGameCommand(cmd);
}
void PlayerActions::actRequestMoveTopCardsUntilDialog()
{
stopMoveTopCardsUntil();
emit requestMoveTopCardsUntilDialog(movingCardsUntilOptions);
}
void PlayerActions::moveTopCardsUntil(const QString &expr, MoveTopCardsUntilOptions options)
{
movingCardsUntilOptions = options;
if (player->getDeckZone()->getCards().empty()) {
stopMoveTopCardsUntil();
} else {
movingCardsUntilFilter = FilterString(expr);
movingCardsUntilCounter = movingCardsUntilOptions.numberOfHits;
movingCardsUntil = true;
actMoveTopCardToPlay();
}
}
void PlayerActions::moveOneCardUntil(CardItem *card)
{
moveTopCardTimer->stop();
const bool isMatch = card && movingCardsUntilFilter.check(card->getCard().getCardPtr());
if (isMatch && movingCardsUntilOptions.autoPlay) {
// Directly calling playCard will deadlock, since we are already in the middle of processing an event.
// Use QTimer::singleShot to queue up the playCard on the event loop.
QTimer::singleShot(0, this, [card, this] { playCard(card, false); });
}
if (player->getDeckZone()->getCards().empty() || !card) {
stopMoveTopCardsUntil();
} else if (isMatch) {
--movingCardsUntilCounter;
if (movingCardsUntilCounter > 0) {
moveTopCardTimer->start();
} else {
stopMoveTopCardsUntil();
}
} else {
moveTopCardTimer->start();
}
}
/**
* @brief Immediately stops any ongoing `play top card to stack until...` process, resetting all variables involved.
*/
void PlayerActions::stopMoveTopCardsUntil()
{
moveTopCardTimer->stop();
movingCardsUntilCounter = 0;
movingCardsUntil = false;
}
void PlayerActions::actMoveTopCardToBottom()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
Command_MoveCard cmd;
cmdSetTopCard(cmd);
cmd.set_target_zone(ZoneNames::DECK);
cmd.set_x(-1); // bottom of deck
cmd.set_y(0);
sendGameCommand(cmd);
}
void PlayerActions::actMoveTopCardToPlay()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
Command_MoveCard cmd;
cmdSetTopCard(cmd);
cmd.set_target_zone(ZoneNames::STACK);
cmd.set_x(-1);
cmd.set_y(0);
sendGameCommand(cmd);
}
void PlayerActions::actMoveTopCardToPlayFaceDown()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
Command_MoveCard cmd;
cmd.set_start_zone(ZoneNames::DECK);
CardToMove *cardToMove = cmd.mutable_cards_to_move()->add_card();
cardToMove->set_card_id(0);
cardToMove->set_face_down(true);
cmd.set_target_player_id(player->getPlayerInfo()->getId());
cmd.set_target_zone(ZoneNames::TABLE);
cmd.set_x(-1);
cmd.set_y(0);
sendGameCommand(cmd);
}
void PlayerActions::actMoveBottomCardToGrave()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
Command_MoveCard cmd;
cmdSetBottomCard(cmd);
cmd.set_target_zone(ZoneNames::GRAVE);
cmd.set_x(0);
cmd.set_y(0);
sendGameCommand(cmd);
}
void PlayerActions::actMoveBottomCardToExile()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
Command_MoveCard cmd;
cmdSetBottomCard(cmd);
cmd.set_target_zone(ZoneNames::EXILE);
cmd.set_x(0);
cmd.set_y(0);
sendGameCommand(cmd);
}
void PlayerActions::actMoveBottomCardsToGrave()
{
actRequestMoveBottomCardsToDialog(ZoneNames::GRAVE, tr("grave"), false);
}
void PlayerActions::actMoveBottomCardsToGraveFaceDown()
{
actRequestMoveBottomCardsToDialog(ZoneNames::GRAVE, tr("grave"), true);
}
void PlayerActions::actMoveBottomCardsToExile()
{
actRequestMoveBottomCardsToDialog(ZoneNames::EXILE, tr("exile"), false);
}
void PlayerActions::actMoveBottomCardsToExileFaceDown()
{
actRequestMoveBottomCardsToDialog(ZoneNames::EXILE, tr("exile"), true);
}
void PlayerActions::actRequestMoveBottomCardsToDialog(const QString &targetZone,
const QString &zoneDisplayName,
bool faceDown)
{
const int maxCards = player->getDeckZone()->getCards().size();
if (maxCards == 0) {
return;
}
emit requestMoveBottomCardsToDialog(defaultNumberBottomCards, maxCards, targetZone, zoneDisplayName, faceDown);
}
void PlayerActions::moveBottomCardsTo(int number, const QString &targetZone, bool faceDown)
{
const int maxCards = player->getDeckZone()->getCards().size();
if (maxCards == 0) {
return;
}
if (number > maxCards) {
number = maxCards;
}
defaultNumberBottomCards = number;
Command_MoveCard cmd;
cmd.set_start_zone(ZoneNames::DECK);
cmd.set_target_player_id(player->getPlayerInfo()->getId());
cmd.set_target_zone(targetZone.toStdString());
cmd.set_x(0);
cmd.set_y(0);
for (int i = maxCards - number; i < maxCards; ++i) {
auto card = cmd.mutable_cards_to_move()->add_card();
card->set_card_id(i);
if (faceDown) {
card->set_face_down(true);
}
}
sendGameCommand(cmd);
}
void PlayerActions::actMoveBottomCardToTop()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
Command_MoveCard cmd;
cmdSetBottomCard(cmd);
cmd.set_target_zone(ZoneNames::DECK);
cmd.set_x(0); // top of deck
cmd.set_y(0);
sendGameCommand(cmd);
}
/**
* Selects all cards in the given zone.
*
* @param zone The zone to select from
* @param filter A predicate to filter which cards are selected. Defaults to always returning true.
*/
static void selectCardsInZone(
const CardZoneLogic *zone,
std::function<bool(const CardItem *)> filter = [](const CardItem *) { return true; })
{
if (!zone) {
return;
}
for (auto &cardItem : zone->getCards()) {
if (cardItem && filter(cardItem)) {
cardItem->setSelected(true);
}
}
}
void PlayerActions::actSelectAll()
{
const CardItem *card = player->getGame()->getActiveCard();
if (!card) {
return;
}
selectCardsInZone(card->getZone());
}
void PlayerActions::actSelectRow()
{
const CardItem *card = player->getGame()->getActiveCard();
if (!card) {
return;
}
auto isSameRow = [card](const CardItem *cardItem) {
return qAbs(card->scenePos().y() - cardItem->scenePos().y()) < 50;
};
selectCardsInZone(card->getZone(), isSameRow);
}
void PlayerActions::actSelectColumn()
{
const CardItem *card = player->getGame()->getActiveCard();
if (!card) {
return;
}
auto isSameColumn = [card](const CardItem *cardItem) { return cardItem->x() == card->x(); };
selectCardsInZone(card->getZone(), isSameColumn);
}
void PlayerActions::actDrawBottomCard()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
Command_MoveCard cmd;
cmdSetBottomCard(cmd);
cmd.set_target_zone(ZoneNames::HAND);
cmd.set_x(0);
cmd.set_y(0);
sendGameCommand(cmd);
}
void PlayerActions::actRequestDrawBottomCardsDialog()
{
const int maxCards = player->getDeckZone()->getCards().size();
if (maxCards == 0) {
return;
}
emit requestDrawBottomCardsDialog(defaultNumberBottomCards, maxCards);
}
void PlayerActions::actDrawBottomCards(int number)
{
const int maxCards = player->getDeckZone()->getCards().size();
if (maxCards == 0) {
return;
}
if (number > maxCards) {
number = maxCards;
}
defaultNumberBottomCards = number;
Command_MoveCard cmd;
cmd.set_start_zone(ZoneNames::DECK);
cmd.set_target_player_id(player->getPlayerInfo()->getId());
cmd.set_target_zone(ZoneNames::HAND);
cmd.set_x(0);
cmd.set_y(0);
for (int i = maxCards - number; i < maxCards; ++i) {
cmd.mutable_cards_to_move()->add_card()->set_card_id(i);
}
sendGameCommand(cmd);
}
void PlayerActions::actMoveBottomCardToPlay()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
Command_MoveCard cmd;
cmdSetBottomCard(cmd);
cmd.set_target_zone(ZoneNames::STACK);
cmd.set_x(-1);
cmd.set_y(0);
sendGameCommand(cmd);
}
void PlayerActions::actMoveBottomCardToPlayFaceDown()
{
if (player->getDeckZone()->getCards().empty()) {
return;
}
CardZoneLogic *zone = player->getDeckZone();
int lastCard = zone->getCards().size() - 1;
Command_MoveCard cmd;
cmd.set_start_zone(ZoneNames::DECK);
auto *cardToMove = cmd.mutable_cards_to_move()->add_card();
cardToMove->set_card_id(lastCard);
cardToMove->set_face_down(true);
cmd.set_target_player_id(player->getPlayerInfo()->getId());
cmd.set_target_zone(ZoneNames::TABLE);
cmd.set_x(-1);
cmd.set_y(0);
sendGameCommand(cmd);
}
void PlayerActions::actUntapAll()
{
Command_SetCardAttr cmd;
cmd.set_zone(ZoneNames::TABLE);
cmd.set_attribute(AttrTapped);
cmd.set_attr_value("0");
sendGameCommand(cmd);
}
void PlayerActions::actRequestRollDieDialog()
{
emit requestRollDieDialog();
}
void PlayerActions::actRollDie(int sides, int count)
{
Command_RollDie cmd;
cmd.set_sides(sides);
cmd.set_count(count);
sendGameCommand(cmd);
}
void PlayerActions::actFlipCoin()
{
Command_RollDie cmd;
cmd.set_sides(2);
cmd.set_count(1);
sendGameCommand(cmd);
}
void PlayerActions::actRequestCreateTokenDialog(const QStringList &predefinedTokens)
{
emit requestCreateTokenDialog(predefinedTokens);
}
void PlayerActions::actCreateToken(TokenInfo tokenToCreate)
{
lastTokenInfo = tokenToCreate;
ExactCard correctedCard = CardDatabaseManager::query()->guessCard({lastTokenInfo.name, lastTokenInfo.providerId});
if (correctedCard) {
lastTokenInfo.name = correctedCard.getName();
lastTokenTableRow = TableZone::tableRowToGridY(correctedCard.getInfo().getUiAttributes().tableRow);
if (lastTokenInfo.pt.isEmpty()) {
lastTokenInfo.pt = correctedCard.getInfo().getPowTough();
}
}
emit requestEnableAndSetCreateAnotherTokenAction(lastTokenInfo.name);
actCreateAnotherToken();
}
void PlayerActions::actCreateAnotherToken()
{
if (lastTokenInfo.name.isEmpty()) {
return;
}
Command_CreateToken cmd;
cmd.set_zone(ZoneNames::TABLE);
cmd.set_card_name(lastTokenInfo.name.toStdString());
cmd.set_card_provider_id(lastTokenInfo.providerId.toStdString());
cmd.set_color(lastTokenInfo.color.toStdString());
cmd.set_pt(lastTokenInfo.pt.toStdString());
cmd.set_annotation(lastTokenInfo.annotation.toStdString());
cmd.set_destroy_on_zone_change(lastTokenInfo.destroy);
cmd.set_face_down(lastTokenInfo.faceDown);
cmd.set_x(-1);
cmd.set_y(lastTokenTableRow);
sendGameCommand(cmd);
}
void PlayerActions::setLastToken(CardInfoPtr cardInfo)
{
if (cardInfo == nullptr) {
return;
}
emit requestSetLastToken(cardInfo);
}
void PlayerActions::setLastTokenInfo(CardInfoPtr cardInfo)
{
if (cardInfo == nullptr) {
return;
}
lastTokenInfo = {.name = cardInfo->getName(),
.color = cardInfo->getColors().isEmpty() ? QString() : cardInfo->getColors().left(1).toLower(),
.pt = cardInfo->getPowTough(),
.annotation = SettingsCache::instance().getAnnotateTokens() ? cardInfo->getText() : "",
.destroy = true,
.providerId =
SettingsCache::instance().cardOverrides().getCardPreferenceOverride(cardInfo->getName())};
lastTokenTableRow = TableZone::tableRowToGridY(cardInfo->getUiAttributes().tableRow);
emit requestEnableAndSetCreateAnotherTokenAction(lastTokenInfo.name);
}
void PlayerActions::actCreatePredefinedToken()
{
auto *action = static_cast<QAction *>(sender());
CardInfoPtr cardInfo = CardDatabaseManager::query()->getCardInfo(action->text());
if (!cardInfo) {
return;
}
setLastToken(cardInfo);
actCreateAnotherToken();
}
void PlayerActions::actCreateRelatedCard()
{
const CardItem *sourceCard = player->getGame()->getActiveCard();
if (!sourceCard) {
return;
}
auto *action = static_cast<QAction *>(sender());
// If there is a better way of passing a CardRelation through a QAction, please add it here.
auto relatedCards = sourceCard->getCardInfo().getAllRelatedCards();
CardRelation *cardRelation = relatedCards.at(action->data().toInt());
actRequestCreateRelatedFromRelationDialog(sourceCard, cardRelation);
}
void PlayerActions::actCreateAllRelatedCards()
{
const CardItem *sourceCard = player->getGame()->getActiveCard();
if (!sourceCard) {
return;
}
auto relatedCards = sourceCard->getCardInfo().getAllRelatedCards();
if (relatedCards.isEmpty()) {
return;
}
CardRelation *cardRelation = nullptr;
int tokensTypesCreated = 0;
if (relatedCards.length() == 1) {
cardRelation = relatedCards.at(0);
lastRelatedCreationSucceeded = false; // reset before emit
actRequestCreateRelatedFromRelationDialog(sourceCard, cardRelation);
if (lastRelatedCreationSucceeded) {
++tokensTypesCreated;
}
} else {
QList<CardRelation *> nonExcludedRelatedCards;
QString dbName;
for (CardRelation *cardRelationTemp : relatedCards) {
if (!cardRelationTemp->getIsCreateAllExclusion() && !cardRelationTemp->getDoesAttach()) {
nonExcludedRelatedCards.append(cardRelationTemp);
}
}
switch (nonExcludedRelatedCards.length()) {
case 1:
cardRelation = nonExcludedRelatedCards.at(0);
lastRelatedCreationSucceeded = false; // reset before emit
actRequestCreateRelatedFromRelationDialog(sourceCard, cardRelation);
if (lastRelatedCreationSucceeded) {
++tokensTypesCreated;
}
break;
// If all are marked "Exclude", then treat the situation as if none of them are.
// We won't accept "garbage in, garbage out", here.
case 0:
for (CardRelation *cardRelationAll : relatedCards) {
if (!cardRelationAll->getDoesAttach() && !cardRelationAll->getIsVariable()) {
dbName = cardRelationAll->getName();
bool persistent = cardRelationAll->getIsPersistent();
for (int i = 0; i < cardRelationAll->getDefaultCount(); ++i) {
createCard(sourceCard, dbName, CardRelationType::DoesNotAttach, persistent);
}
++tokensTypesCreated;
if (tokensTypesCreated == 1) {
cardRelation = cardRelationAll;
}
}
}
break;
default:
for (CardRelation *cardRelationNotExcluded : nonExcludedRelatedCards) {
if (!cardRelationNotExcluded->getDoesAttach() && !cardRelationNotExcluded->getIsVariable()) {
dbName = cardRelationNotExcluded->getName();
bool persistent = cardRelationNotExcluded->getIsPersistent();
for (int i = 0; i < cardRelationNotExcluded->getDefaultCount(); ++i) {
createCard(sourceCard, dbName, CardRelationType::DoesNotAttach, persistent);
}
++tokensTypesCreated;
if (tokensTypesCreated == 1) {
cardRelation = cardRelationNotExcluded;
}
}
}
break;
}
}
/*
* If we made at least one token via "Create All Tokens"
* then assign the first to the "Create another" shortcut.
*/
if (cardRelation != nullptr && cardRelation->getCanCreateAnother()) {
CardInfoPtr cardInfo = CardDatabaseManager::query()->getCardInfo(cardRelation->getName());
setLastToken(cardInfo);
}
}
void PlayerActions::actRequestCreateRelatedFromRelationDialog(const CardItem *sourceCard,
const CardRelation *cardRelation)
{
emit requestCreateRelatedFromRelationDialog(sourceCard, cardRelation);
}
bool PlayerActions::createRelatedFromRelation(const CardItem *sourceCard,
const CardRelation *cardRelation,
int variableCount)
{
if (sourceCard == nullptr || cardRelation == nullptr) {
return false;
}
const QString dbName = cardRelation->getName();
const bool persistent = cardRelation->getIsPersistent();
// Variable relations always use DoesNotAttach, regardless of the count the user
// entered.
if (cardRelation->getIsVariable()) {
if (variableCount <= 0) {
return false;
}
for (int i = 0; i < variableCount; ++i) {
createCard(sourceCard, dbName, CardRelationType::DoesNotAttach, persistent);
}
return true;
}
const int count = cardRelation->getDefaultCount();
if (count > 1) {
for (int i = 0; i < count; ++i) {
createCard(sourceCard, dbName, CardRelationType::DoesNotAttach, persistent);
}
return true;
}
CardRelationType attachType;
// do not attempt to attach to another player's cards, this causes the card to attempt to attach to the same
// cardid on the local player's field instead, which is an entirely different card!
if (player->getPlayerInfo()->getLocalOrJudge()) {
attachType = cardRelation->getAttachType();
} else {
attachType = CardRelationType::DoesNotAttach;
}
// move card onto table first if attaching from some other zone
// we only do this for AttachTo because cross-zone TransformInto is already handled server-side
if (attachType == CardRelationType::AttachTo && sourceCard->getZone()->getName() != ZoneNames::TABLE) {
playCardToTable(sourceCard, false);
}
createCard(sourceCard, dbName, attachType, persistent);
return true;
}
void PlayerActions::onRelatedCardCreated(const CardItem *sourceCard, const CardRelation *cardRelation)
{
if (sourceCard == nullptr || cardRelation == nullptr) {
return;
}
/*
* If we make a token via "Token: TokenName"
* then let's allow it to be created via "create another token"
*/
if (!cardRelation->getCanCreateAnother()) {
return;
}
ExactCard relatedCard =
CardDatabaseManager::query()->getCardFromSameSet(cardRelation->getName(), sourceCard->getCard().getPrinting());
setLastToken(relatedCard.getCardPtr());
}
void PlayerActions::createCard(const CardItem *sourceCard,
const QString &dbCardName,
CardRelationType attachType,
bool persistent)
{
CardInfoPtr cardInfo = CardDatabaseManager::query()->getCardInfo(dbCardName);
if (cardInfo == nullptr || sourceCard == nullptr) {
return;
}
QPoint gridPoint = QPoint(-1, TableZone::tableRowToGridY(cardInfo->getUiAttributes().tableRow));
// create the token for the related card
Command_CreateToken cmd;
cmd.set_zone(ZoneNames::TABLE);
cmd.set_card_name(cardInfo->getName().toStdString());
switch (cardInfo->getColors().size()) {
case 0:
cmd.set_color("");
break;
case 1:
cmd.set_color("m");
break;
default:
cmd.set_color(cardInfo->getColors().left(1).toLower().toStdString());
break;
}
cmd.set_pt(cardInfo->getPowTough().toStdString());
if (SettingsCache::instance().getAnnotateTokens()) {
cmd.set_annotation(cardInfo->getText().toStdString());
} else {
cmd.set_annotation("");
}
cmd.set_destroy_on_zone_change(!persistent);
cmd.set_x(gridPoint.x());
cmd.set_y(gridPoint.y());
ExactCard relatedCard =
CardDatabaseManager::query()->getCardFromSameSet(cardInfo->getName(), sourceCard->getCard().getPrinting());
switch (attachType) {
case CardRelationType::DoesNotAttach:
cmd.set_target_zone(ZoneNames::TABLE);
cmd.set_card_provider_id(relatedCard.getPrinting().getUuid().toStdString());
break;
case CardRelationType::AttachTo:
cmd.set_target_zone(ZoneNames::TABLE); // We currently only support creating tokens on the table
cmd.set_card_provider_id(relatedCard.getPrinting().getUuid().toStdString());
cmd.set_target_card_id(sourceCard->getId());
cmd.set_target_mode(Command_CreateToken::ATTACH_TO);
break;
case CardRelationType::TransformInto:
// allow cards to directly transform on stack
cmd.set_zone(sourceCard->getZone()->getName() == ZoneNames::STACK ? ZoneNames::STACK : ZoneNames::TABLE);
// Transform card zone changes are handled server-side
cmd.set_target_zone(sourceCard->getZone()->getName().toStdString());
cmd.set_target_card_id(sourceCard->getId());
cmd.set_target_mode(Command_CreateToken::TRANSFORM_INTO);
cmd.set_card_provider_id(sourceCard->getProviderId().toStdString());
break;
}
sendGameCommand(cmd);
}
void PlayerActions::actSayMessage()
{
auto *a = qobject_cast<QAction *>(sender());
Command_GameSay cmd;
cmd.set_message(a->text().toStdString());
sendGameCommand(cmd);
}
void PlayerActions::actRequestMoveCardXCardsFromTopDialog()
{
int deckSize = player->getDeckZone()->getCards().size() + 1; // add the card to move to the deck
emit requestMoveCardXCardsFromTopDialog(defaultNumberTopCardsToPlaceBelow, deckSize);
}
void PlayerActions::actMoveCardXCardsFromTop(QList<CardItem *> selectedCards, int number)
{
defaultNumberTopCardsToPlaceBelow = number;
if (selectedCards.isEmpty()) {
return;
}
QList<const ::google::protobuf::Message *> commandList;
ListOfCardsToMove idList;
for (const auto &i : selectedCards) {
idList.add_card()->set_card_id(i->getId());
}
int startPlayerId = selectedCards[0]->getZone()->getPlayer()->getPlayerInfo()->getId();
QString startZone = selectedCards[0]->getZone()->getName();
auto *cmd = new Command_MoveCard;
cmd->set_start_player_id(startPlayerId);
cmd->set_start_zone(startZone.toStdString());
cmd->mutable_cards_to_move()->CopyFrom(idList);
cmd->set_target_player_id(player->getPlayerInfo()->getId());
cmd->set_target_zone(ZoneNames::DECK);
cmd->set_x(number);
cmd->set_y(0);
commandList.append(cmd);
if (player->getPlayerInfo()->local) {
sendGameCommand(prepareGameCommand(commandList));
} else {
player->getGame()->getGameEventHandler()->sendGameCommand(prepareGameCommand(commandList));
}
}
void PlayerActions::actIncPT(QList<CardItem *> selectedCards, int deltaP, int deltaT)
{
int playerid = player->getPlayerInfo()->getId();
QList<const ::google::protobuf::Message *> commandList;
for (auto card : selectedCards) {
QString pt = card->getPT();
const auto ptList = CardItem::parsePT(pt);
QString newpt;
if (ptList.isEmpty()) {
newpt = QString::number(deltaP) + (deltaT ? "/" + QString::number(deltaT) : "");
} else if (ptList.size() == 1) {
newpt = QString::number(ptList.at(0).toInt() + deltaP) + (deltaT ? "/" + QString::number(deltaT) : "");
} else {
newpt =
QString::number(ptList.at(0).toInt() + deltaP) + "/" + QString::number(ptList.at(1).toInt() + deltaT);
}
auto *cmd = new Command_SetCardAttr;
cmd->set_zone(card->getZone()->getName().toStdString());
cmd->set_card_id(card->getId());
cmd->set_attribute(AttrPT);
cmd->set_attr_value(newpt.toStdString());
commandList.append(cmd);
if (player->getPlayerInfo()->getLocal()) {
playerid = card->getZone()->getPlayer()->getPlayerInfo()->getId();
}
}
player->getGame()->getGameEventHandler()->sendGameCommand(prepareGameCommand(commandList), playerid);
}
void PlayerActions::actResetPT(QList<CardItem *> selectedCards)
{
int playerid = player->getPlayerInfo()->getId();
QList<const ::google::protobuf::Message *> commandList;
for (auto card : selectedCards) {
QString ptString;
if (!card->getFaceDown()) { // leave the pt empty if the card is face down
ExactCard ec = card->getCard();
if (ec) {
ptString = ec.getInfo().getPowTough();
}
}
if (ptString == card->getPT()) {
continue;
}
QString zoneName = card->getZone()->getName();
auto *cmd = new Command_SetCardAttr;
cmd->set_zone(zoneName.toStdString());
cmd->set_card_id(card->getId());
cmd->set_attribute(AttrPT);
cmd->set_attr_value(ptString.toStdString());
commandList.append(cmd);
if (player->getPlayerInfo()->getLocal()) {
playerid = card->getZone()->getPlayer()->getPlayerInfo()->getId();
}
}
if (!commandList.empty()) {
player->getGame()->getGameEventHandler()->sendGameCommand(prepareGameCommand(commandList), playerid);
}
}
void PlayerActions::actRequestSetPTDialog(QList<CardItem *> selectedCards)
{
QString oldPT;
for (auto card : selectedCards) {
if (!card->getPT().isEmpty()) {
oldPT = card->getPT();
}
}
emit requestSetPTDialog(oldPT);
}
void PlayerActions::actSetPT(QList<CardItem *> selectedCards, const QString &pt)
{
int playerid = player->getPlayerInfo()->getId();
const auto ptList = CardItem::parsePT(pt);
bool empty = ptList.isEmpty();
QList<const ::google::protobuf::Message *> commandList;
for (auto card : selectedCards) {
auto *cmd = new Command_SetCardAttr;
QString newpt = QString();
if (!empty) {
const auto oldpt = CardItem::parsePT(card->getPT());
int ptIter = 0;
for (const auto &_item : ptList) {
#if (QT_VERSION >= QT_VERSION_CHECK(6, 0, 0))
if (_item.typeId() == QMetaType::Type::Int) {
#else
if (_item.type() == QVariant::Int) {
#endif
int oldItem = ptIter < oldpt.size() ? oldpt.at(ptIter).toInt() : 0;
newpt += '/' + QString::number(oldItem + _item.toInt());
} else {
newpt += '/' + _item.toString();
}
++ptIter;
}
newpt = newpt.mid(1);
}
cmd->set_zone(card->getZone()->getName().toStdString());
cmd->set_card_id(card->getId());
cmd->set_attribute(AttrPT);
cmd->set_attr_value(newpt.toStdString());
commandList.append(cmd);
if (player->getPlayerInfo()->local) {
playerid = card->getZone()->getPlayer()->getPlayerInfo()->getId();
}
}
player->getGame()->getGameEventHandler()->sendGameCommand(prepareGameCommand(commandList), playerid);
}
void PlayerActions::actDrawArrow()
{
auto *card = player->getGame()->getActiveCard();
if (card) {
card->drawArrow(Qt::red);
}
}
void PlayerActions::actIncP(QList<CardItem *> selectedCards)
{
actIncPT(selectedCards, 1, 0);
}
void PlayerActions::actDecP(QList<CardItem *> selectedCards)
{
actIncPT(selectedCards, -1, 0);
}
void PlayerActions::actIncT(QList<CardItem *> selectedCards)
{
actIncPT(selectedCards, 0, 1);
}
void PlayerActions::actDecT(QList<CardItem *> selectedCards)
{
actIncPT(selectedCards, 0, -1);
}
void PlayerActions::actIncPT(QList<CardItem *> selectedCards)
{
actIncPT(selectedCards, 1, 1);
}
void PlayerActions::actDecPT(QList<CardItem *> selectedCards)
{
actIncPT(selectedCards, -1, -1);
}
void PlayerActions::actFlowP(QList<CardItem *> selectedCards)
{
actIncPT(selectedCards, 1, -1);
}
void PlayerActions::actFlowT(QList<CardItem *> selectedCards)
{
actIncPT(selectedCards, -1, 1);
}
void PlayerActions::actReduceLifeByPower(QList<CardItem *> selectedCards)
{
// find life counter
auto lifeCounter = player->getLifeCounter();
if (!lifeCounter) {
return;
}
// calculate total power;
int total = 0;
for (auto card : selectedCards) {
QVariantList parsed = CardItem::parsePT(card->getPT());
if (!parsed.isEmpty()) {
int power = parsed.first().toInt(); // toInt will default to 0 if it's not an int
total += qMax(power, 0);
}
}
// send cmd
Command_IncCounter cmd;
cmd.set_counter_id(lifeCounter->getId());
cmd.set_delta(-total);
sendGameCommand(prepareGameCommand(cmd));
}
void AnnotationDialog::keyPressEvent(QKeyEvent *event)
{
if (event->key() == Qt::Key_Return && event->modifiers() & Qt::ControlModifier) {
event->accept();
accept();
return;
}
QInputDialog::keyPressEvent(event);
}
void PlayerActions::actRequestSetAnnotationDialog(QList<CardItem *> selectedCards)
{
QString oldAnnotation;
for (auto card : selectedCards) {
if (!card->getAnnotation().isEmpty()) {
oldAnnotation = card->getAnnotation();
}
}
emit requestSetAnnotationDialog(oldAnnotation);
}
void PlayerActions::actSetAnnotation(QList<CardItem *> selectedCards, const QString &annotation)
{
QList<const ::google::protobuf::Message *> commandList;
for (auto card : selectedCards) {
auto *cmd = new Command_SetCardAttr;
cmd->set_zone(card->getZone()->getName().toStdString());
cmd->set_card_id(card->getId());
cmd->set_attribute(AttrAnnotation);
cmd->set_attr_value(annotation.toStdString());
commandList.append(cmd);
}
sendGameCommand(prepareGameCommand(commandList));
}
void PlayerActions::actAttach()
{
auto *card = player->getGame()->getActiveCard();
if (!card) {
return;
}
card->drawAttachArrow();
}
void PlayerActions::actUnattach(QList<CardItem *> selectedCards)
{
QList<const ::google::protobuf::Message *> commandList;
for (auto card : selectedCards) {
if (!card->getAttachedTo()) {
continue;
}
auto *cmd = new Command_AttachCard;
cmd->set_start_zone(card->getZone()->getName().toStdString());
cmd->set_card_id(card->getId());
commandList.append(cmd);
}
sendGameCommand(prepareGameCommand(commandList));
}
void PlayerActions::actAddCardCounter(QList<CardItem *> selectedCards, int counterId)
{
offsetCardCounter(selectedCards, counterId, 1);
}
void PlayerActions::actRemoveCardCounter(QList<CardItem *> selectedCards, int counterId)
{
offsetCardCounter(selectedCards, counterId, -1);
}
void PlayerActions::offsetCardCounter(QList<CardItem *> selectedCards, int counterId, int offset)
{
QList<const ::google::protobuf::Message *> commandList;
for (auto card : selectedCards) {
int oldValue = card->getCounters().value(counterId, 0);
int newValue = oldValue + offset;
// Early exit optimization: server enforces [0, MAX_COUNTERS_ON_CARD].
// Compare clamped value to allow recovery from invalid states.
int clampedValue = qBound(0, newValue, MAX_COUNTERS_ON_CARD);
if (clampedValue != oldValue) {
auto *cmd = new Command_SetCardCounter;
cmd->set_zone(card->getZone()->getName().toStdString());
cmd->set_card_id(card->getId());
cmd->set_counter_id(counterId);
cmd->set_counter_value(newValue);
commandList.append(cmd);
}
}
sendGameCommand(prepareGameCommand(commandList));
}
void PlayerActions::actRequestSetCardCounterDialog(QList<CardItem *> selectedCards, int counterId)
{
// If a single card is selected, we show the old value in the dialog. Otherwise, we show "x"
QString oldValueForDlg = "x";
if (selectedCards.size() == 1) {
auto *card = selectedCards.first();
oldValueForDlg = QString::number(card->getCounters().value(counterId, 0));
}
emit requestSetCardCounterDialog(counterId, oldValueForDlg);
}
void PlayerActions::actSetCardCounter(QList<CardItem *> selectedCards, int counterId, const QString &counterValue)
{
QList<const ::google::protobuf::Message *> commandList;
for (auto card : selectedCards) {
int oldValue = card->getCounters().value(counterId, 0);
Expression exp(oldValue);
double parsed = exp.parse(counterValue);
// Clamp in double precision first to avoid UB, then cast
int number = static_cast<int>(qBound(0.0, parsed, static_cast<double>(MAX_COUNTERS_ON_CARD)));
auto *cmd = new Command_SetCardCounter;
cmd->set_zone(card->getZone()->getName().toStdString());
cmd->set_card_id(card->getId());
cmd->set_counter_id(counterId);
cmd->set_counter_value(number);
commandList.append(cmd);
}
sendGameCommand(prepareGameCommand(commandList));
}
void PlayerActions::actIncrementAllCardCounters(QList<CardItem *> cardsToUpdate)
{
if (cardsToUpdate.isEmpty()) {
// If no cards selected, update all cards on table
cardsToUpdate = static_cast<QList<CardItem *>>(player->getTableZone()->getCards());
}
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()) {
sendGameCommand(prepareGameCommand(commandList));
}
}
/**
* @brief returns true if the zone is a unwritable reveal zone view (eg a card reveal window). Will return false if zone
* is nullptr.
*/
static bool isUnwritableRevealZone(CardZoneLogic *zone)
{
if (auto *view = qobject_cast<ZoneViewZoneLogic *>(zone)) {
return view->getRevealZone() && !view->getWriteableRevealZone();
}
return false;
}
void PlayerActions::playSelectedCards(QList<CardItem *> selectedCards, const bool faceDown)
{
// CardIds will get shuffled downwards when cards leave the deck.
// We need to iterate through the cards in reverse order so cardIds don't get changed out from under us as we play
// out the cards one-by-one.
std::sort(selectedCards.begin(), selectedCards.end(),
[](const auto &card1, const auto &card2) { return card1->getId() > card2->getId(); });
for (auto &card : selectedCards) {
if (card && !isUnwritableRevealZone(card->getZone()) && card->getZone()->getName() != ZoneNames::TABLE) {
playCard(card, faceDown);
}
}
}
void PlayerActions::actPlay(QList<CardItem *> selectedCards)
{
playSelectedCards(selectedCards, false);
}
void PlayerActions::actPlayFacedown(QList<CardItem *> selectedCards)
{
playSelectedCards(selectedCards, true);
}
void PlayerActions::actHide(QList<CardItem *> selectedCards)
{
for (const auto &item : selectedCards) {
auto *card = static_cast<CardItem *>(item);
if (card && isUnwritableRevealZone(card->getZone())) {
card->getZone()->removeCard(card);
}
}
}
void PlayerActions::actReveal(QList<CardItem *> selectedCards, QAction *action)
{
const int otherPlayerId = action->data().toInt();
Command_RevealCards cmd;
if (otherPlayerId != -1) {
cmd.set_player_id(otherPlayerId);
}
for (auto card : selectedCards) {
if (!cmd.has_zone_name()) {
cmd.set_zone_name(card->getZone()->getName().toStdString());
}
cmd.add_card_id(card->getId());
}
sendGameCommand(cmd);
}
void PlayerActions::actRevealHand(int revealToPlayerId)
{
Command_RevealCards cmd;
if (revealToPlayerId != -1) {
cmd.set_player_id(revealToPlayerId);
}
cmd.set_zone_name(ZoneNames::HAND);
sendGameCommand(cmd);
}
void PlayerActions::actRevealRandomHandCard(int revealToPlayerId)
{
Command_RevealCards cmd;
if (revealToPlayerId != -1) {
cmd.set_player_id(revealToPlayerId);
}
cmd.set_zone_name(ZoneNames::HAND);
cmd.add_card_id(RANDOM_CARD_FROM_ZONE);
sendGameCommand(cmd);
}
void PlayerActions::actRevealLibrary(int revealToPlayerId)
{
Command_RevealCards cmd;
if (revealToPlayerId != -1) {
cmd.set_player_id(revealToPlayerId);
}
cmd.set_zone_name(ZoneNames::DECK);
sendGameCommand(cmd);
}
void PlayerActions::actLendLibrary(int lendToPlayerId)
{
Command_RevealCards cmd;
if (lendToPlayerId != -1) {
cmd.set_player_id(lendToPlayerId);
}
cmd.set_zone_name(ZoneNames::DECK);
cmd.set_grant_write_access(true);
sendGameCommand(cmd);
}
void PlayerActions::actRevealTopCards(int revealToPlayerId, int amount)
{
Command_RevealCards cmd;
if (revealToPlayerId != -1) {
cmd.set_player_id(revealToPlayerId);
}
cmd.set_zone_name(ZoneNames::DECK);
cmd.set_top_cards(amount);
// backward compatibility: servers before #1051 only permits to reveal the first card
cmd.add_card_id(0);
sendGameCommand(cmd);
}
void PlayerActions::actRevealRandomGraveyardCard(int revealToPlayerId)
{
Command_RevealCards cmd;
if (revealToPlayerId != -1) {
cmd.set_player_id(revealToPlayerId);
}
cmd.set_zone_name(ZoneNames::GRAVE);
cmd.add_card_id(RANDOM_CARD_FROM_ZONE);
sendGameCommand(cmd);
}
void PlayerActions::cardMenuAction(QList<CardItem *> selectedCards, CardMenuActionType type)
{
QList<CardItem *> cardList = selectedCards;
QList<const ::google::protobuf::Message *> commandList;
if (type <= cmClone) {
for (const auto &card : cardList) {
switch (type) {
// Leaving both for compatibility with server
case cmUntap:
// fallthrough
case cmTap: {
auto *cmd = new Command_SetCardAttr;
cmd->set_zone(card->getZone()->getName().toStdString());
cmd->set_card_id(card->getId());
cmd->set_attribute(AttrTapped);
cmd->set_attr_value(std::to_string(1 - static_cast<int>(card->getTapped())));
commandList.append(cmd);
break;
}
case cmDoesntUntap: {
auto *cmd = new Command_SetCardAttr;
cmd->set_zone(card->getZone()->getName().toStdString());
cmd->set_card_id(card->getId());
cmd->set_attribute(AttrDoesntUntap);
cmd->set_attr_value(card->getDoesntUntap() ? "0" : "1");
commandList.append(cmd);
break;
}
case cmFlip: {
auto *cmd = new Command_FlipCard;
cmd->set_zone(card->getZone()->getName().toStdString());
cmd->set_card_id(card->getId());
cmd->set_face_down(!card->getFaceDown());
if (card->getFaceDown()) {
ExactCard ec = card->getCard();
if (ec) {
cmd->set_pt(ec.getInfo().getPowTough().toStdString());
}
}
commandList.append(cmd);
break;
}
case cmPeek: {
auto *cmd = new Command_RevealCards;
cmd->set_zone_name(card->getZone()->getName().toStdString());
cmd->add_card_id(card->getId());
cmd->set_player_id(player->getPlayerInfo()->getId());
commandList.append(cmd);
break;
}
case cmClone: {
auto *cmd = new Command_CreateToken;
cmd->set_zone(ZoneNames::TABLE);
cmd->set_card_name(card->getName().toStdString());
cmd->set_card_provider_id(card->getProviderId().toStdString());
cmd->set_color(card->getColor().toStdString());
cmd->set_pt(card->getPT().toStdString());
cmd->set_annotation(card->getAnnotation().toStdString());
cmd->set_destroy_on_zone_change(true);
cmd->set_x(-1);
cmd->set_y(card->getGridPoint().y());
commandList.append(cmd);
break;
}
default:
break;
}
}
} else {
CardZoneLogic *zone = cardList[0]->getZone();
if (!zone) {
return;
}
PlayerLogic *startPlayer = zone->getPlayer();
if (!startPlayer) {
return;
}
int startPlayerId = startPlayer->getPlayerInfo()->getId();
QString startZone = zone->getName();
ListOfCardsToMove idList;
for (const auto &i : cardList) {
idList.add_card()->set_card_id(i->getId());
}
switch (type) {
case cmMoveToTopLibrary: {
auto *cmd = new Command_MoveCard;
cmd->set_start_player_id(startPlayerId);
cmd->set_start_zone(startZone.toStdString());
cmd->mutable_cards_to_move()->CopyFrom(idList);
cmd->set_target_player_id(player->getPlayerInfo()->getId());
cmd->set_target_zone(ZoneNames::DECK);
cmd->set_x(0);
cmd->set_y(0);
if (idList.card_size() > 1) {
auto *scmd = new Command_Shuffle;
scmd->set_zone_name(ZoneNames::DECK);
scmd->set_start(0);
scmd->set_end(idList.card_size() - 1); // inclusive, the indexed card at end will be shuffled
// Server process events backwards, so...
commandList.append(scmd);
}
commandList.append(cmd);
break;
}
case cmMoveToBottomLibrary: {
auto *cmd = new Command_MoveCard;
cmd->set_start_player_id(startPlayerId);
cmd->set_start_zone(startZone.toStdString());
cmd->mutable_cards_to_move()->CopyFrom(idList);
cmd->set_target_player_id(player->getPlayerInfo()->getId());
cmd->set_target_zone(ZoneNames::DECK);
cmd->set_x(-1);
cmd->set_y(0);
if (idList.card_size() > 1) {
auto *scmd = new Command_Shuffle;
scmd->set_zone_name(ZoneNames::DECK);
scmd->set_start(-idList.card_size());
scmd->set_end(-1);
// Server process events backwards, so...
commandList.append(scmd);
}
commandList.append(cmd);
break;
}
case cmMoveToHand: {
auto *cmd = new Command_MoveCard;
cmd->set_start_player_id(startPlayerId);
cmd->set_start_zone(startZone.toStdString());
cmd->mutable_cards_to_move()->CopyFrom(idList);
cmd->set_target_player_id(player->getPlayerInfo()->getId());
cmd->set_target_zone(ZoneNames::HAND);
cmd->set_x(0);
cmd->set_y(0);
commandList.append(cmd);
break;
}
case cmMoveToGraveyard: {
auto *cmd = new Command_MoveCard;
cmd->set_start_player_id(startPlayerId);
cmd->set_start_zone(startZone.toStdString());
cmd->mutable_cards_to_move()->CopyFrom(idList);
cmd->set_target_player_id(player->getPlayerInfo()->getId());
cmd->set_target_zone(ZoneNames::GRAVE);
cmd->set_x(0);
cmd->set_y(0);
commandList.append(cmd);
break;
}
case cmMoveToExile: {
auto *cmd = new Command_MoveCard;
cmd->set_start_player_id(startPlayerId);
cmd->set_start_zone(startZone.toStdString());
cmd->mutable_cards_to_move()->CopyFrom(idList);
cmd->set_target_player_id(player->getPlayerInfo()->getId());
cmd->set_target_zone(ZoneNames::EXILE);
cmd->set_x(0);
cmd->set_y(0);
commandList.append(cmd);
break;
}
case cmMoveToTable: {
// Each card needs its own command because table row, pt, and cipt vary per card
for (const auto &card : cardList) {
auto *cmd = new Command_MoveCard;
cmd->set_start_player_id(startPlayerId);
cmd->set_start_zone(startZone.toStdString());
cmd->set_target_player_id(player->getPlayerInfo()->getId());
cmd->set_target_zone(ZoneNames::TABLE);
cmd->set_x(-1);
CardToMove *ctm = cmd->mutable_cards_to_move()->add_card();
ctm->set_card_id(card->getId());
ctm->set_face_down(false);
int tableRow = 0;
ExactCard exactCard = card->getCard();
if (exactCard) {
const CardInfo &info = exactCard.getInfo();
tableRow = info.getUiAttributes().tableRow;
ctm->set_pt(info.getPowTough().toStdString());
ctm->set_tapped(info.getUiAttributes().cipt);
}
cmd->set_y(TableZone::tableRowToGridY(tableRow));
commandList.append(cmd);
}
break;
}
default:
break;
}
}
if (player->getPlayerInfo()->getLocal()) {
sendGameCommand(prepareGameCommand(commandList));
} else {
player->getGame()->getGameEventHandler()->sendGameCommand(prepareGameCommand(commandList));
}
}
PendingCommand *PlayerActions::prepareGameCommand(const google::protobuf::Message &cmd)
{
if (player->getPlayerInfo()->getJudge() && !player->getPlayerInfo()->getLocal()) {
Command_Judge base;
GameCommand *c = base.add_game_command();
base.set_target_id(player->getPlayerInfo()->getId());
c->GetReflection()->MutableMessage(c, cmd.GetDescriptor()->FindExtensionByName("ext"))->CopyFrom(cmd);
return player->getGame()->getGameEventHandler()->prepareGameCommand(base);
} else {
return player->getGame()->getGameEventHandler()->prepareGameCommand(cmd);
}
}
PendingCommand *PlayerActions::prepareGameCommand(const QList<const ::google::protobuf::Message *> &cmdList)
{
if (player->getPlayerInfo()->getJudge() && !player->getPlayerInfo()->getLocal()) {
Command_Judge base;
base.set_target_id(player->getPlayerInfo()->getId());
for (int i = 0; i < cmdList.size(); ++i) {
GameCommand *c = base.add_game_command();
c->GetReflection()
->MutableMessage(c, cmdList[i]->GetDescriptor()->FindExtensionByName("ext"))
->CopyFrom(*cmdList[i]);
delete cmdList[i];
}
return player->getGame()->getGameEventHandler()->prepareGameCommand(base);
} else {
return player->getGame()->getGameEventHandler()->prepareGameCommand(cmdList);
}
}
void PlayerActions::sendGameCommand(const google::protobuf::Message &command)
{
if (player->getPlayerInfo()->getJudge() && !player->getPlayerInfo()->getLocal()) {
Command_Judge base;
GameCommand *c = base.add_game_command();
base.set_target_id(player->getPlayerInfo()->getId());
c->GetReflection()->MutableMessage(c, command.GetDescriptor()->FindExtensionByName("ext"))->CopyFrom(command);
player->getGame()->getGameEventHandler()->sendGameCommand(base, player->getPlayerInfo()->getId());
} else {
player->getGame()->getGameEventHandler()->sendGameCommand(command, player->getPlayerInfo()->getId());
}
}
void PlayerActions::sendGameCommand(PendingCommand *pend)
{
player->getGame()->getGameEventHandler()->sendGameCommand(pend, player->getPlayerInfo()->getId());
}