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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
4.8 KiB
C++
138 lines
4.8 KiB
C++
#include "grave_menu.h"
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#include "../../../client/settings/cache_settings.h"
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#include "../../../client/settings/shortcuts_settings.h"
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#include "../../../interface/widgets/menus/tearoff_menu.h"
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#include "../player_graphics_item.h"
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#include <QAction>
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#include <QKeySequence>
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#include <QList>
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#include <QMap>
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#include <QMenu>
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#include <QObject>
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#include <QString>
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#include <QVariant>
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#include <libcockatrice/game/abstract_game.h>
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#include <libcockatrice/game/player/player_actions.h>
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#include <libcockatrice/game/player/player_info.h>
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#include <libcockatrice/game/player/player_logic.h>
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#include <libcockatrice/game/player/player_manager.h>
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#include <libcockatrice/game/zones/pile_zone_logic.h>
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#include <libcockatrice/utility/zone_names.h>
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class QWidget;
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GraveyardMenu::GraveyardMenu(PlayerGraphicsItem *_player, QWidget *parent) : TearOffMenu(parent), player(_player)
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{
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createMoveActions();
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createViewActions();
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addAction(aViewGraveyard);
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if (player->getLogic()->getPlayerInfo()->local || player->getLogic()->getPlayerInfo()->judge) {
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mRevealRandomGraveyardCard = addMenu(QString());
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connect(mRevealRandomGraveyardCard, &QMenu::aboutToShow, this,
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&GraveyardMenu::populateRevealRandomMenuWithActivePlayers);
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addSeparator();
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moveGraveMenu = addTearOffMenu(QString());
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moveGraveMenu->addAction(aMoveGraveToTopLibrary);
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moveGraveMenu->addAction(aMoveGraveToBottomLibrary);
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moveGraveMenu->addSeparator();
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moveGraveMenu->addAction(aMoveGraveToHand);
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moveGraveMenu->addSeparator();
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moveGraveMenu->addAction(aMoveGraveToRfg);
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}
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retranslateUi();
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}
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void GraveyardMenu::createMoveActions()
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{
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auto grave = player->getLogic()->getGraveZone();
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if (player->getLogic()->getPlayerInfo()->local || player->getLogic()->getPlayerInfo()->judge) {
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aMoveGraveToTopLibrary = new QAction(this);
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aMoveGraveToTopLibrary->setData(QList<QVariant>() << ZoneNames::DECK << 0);
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aMoveGraveToBottomLibrary = new QAction(this);
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aMoveGraveToBottomLibrary->setData(QList<QVariant>() << ZoneNames::DECK << -1);
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aMoveGraveToHand = new QAction(this);
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aMoveGraveToHand->setData(QList<QVariant>() << ZoneNames::HAND << 0);
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aMoveGraveToRfg = new QAction(this);
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aMoveGraveToRfg->setData(QList<QVariant>() << ZoneNames::EXILE << 0);
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connect(aMoveGraveToTopLibrary, &QAction::triggered, grave, &PileZoneLogic::moveAllToZone);
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connect(aMoveGraveToBottomLibrary, &QAction::triggered, grave, &PileZoneLogic::moveAllToZone);
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connect(aMoveGraveToHand, &QAction::triggered, grave, &PileZoneLogic::moveAllToZone);
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connect(aMoveGraveToRfg, &QAction::triggered, grave, &PileZoneLogic::moveAllToZone);
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}
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}
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void GraveyardMenu::createViewActions()
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{
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PlayerActions *playerActions = player->getLogic()->getPlayerActions();
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aViewGraveyard = new QAction(this);
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connect(aViewGraveyard, &QAction::triggered, playerActions, &PlayerActions::actViewGraveyard);
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}
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void GraveyardMenu::populateRevealRandomMenuWithActivePlayers()
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{
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mRevealRandomGraveyardCard->clear();
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QAction *allPlayers = mRevealRandomGraveyardCard->addAction(tr("&All players"));
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allPlayers->setData(-1);
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connect(allPlayers, &QAction::triggered, this, &GraveyardMenu::onRevealRandomTriggered);
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mRevealRandomGraveyardCard->addSeparator();
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const auto &players = player->getLogic()->getGame()->getPlayerManager()->getPlayers().values();
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for (auto *other : players) {
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if (other == player->getLogic()) {
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continue;
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}
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QAction *a = mRevealRandomGraveyardCard->addAction(other->getPlayerInfo()->getName());
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a->setData(other->getPlayerInfo()->getId());
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connect(a, &QAction::triggered, this, &GraveyardMenu::onRevealRandomTriggered);
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}
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}
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void GraveyardMenu::onRevealRandomTriggered()
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{
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if (auto *a = qobject_cast<QAction *>(sender())) {
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player->getLogic()->getPlayerActions()->actRevealRandomGraveyardCard(a->data().toInt());
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}
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}
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void GraveyardMenu::retranslateUi()
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{
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setTitle(tr("&Graveyard"));
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aViewGraveyard->setText(tr("&View graveyard"));
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if (player->getLogic()->getPlayerInfo()->getLocalOrJudge()) {
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moveGraveMenu->setTitle(tr("&Move graveyard to..."));
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aMoveGraveToTopLibrary->setText(tr("&Top of library"));
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aMoveGraveToBottomLibrary->setText(tr("&Bottom of library"));
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aMoveGraveToHand->setText(tr("&Hand"));
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aMoveGraveToRfg->setText(tr("&Exile"));
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mRevealRandomGraveyardCard->setTitle(tr("Reveal random card to..."));
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}
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}
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void GraveyardMenu::setShortcutsActive()
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{
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ShortcutsSettings &shortcuts = SettingsCache::instance().shortcuts();
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aViewGraveyard->setShortcuts(shortcuts.getShortcut("Player/aViewGraveyard"));
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}
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void GraveyardMenu::setShortcutsInactive()
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{
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aViewGraveyard->setShortcut(QKeySequence());
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}
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