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#ifndef GAMESTATE_H
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#define GAMESTATE_H
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#include <QObject>
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#include "playingcard.h"
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#include "columnslot.h"
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class GameState : public QObject
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{
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Q_OBJECT
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Q_PROPERTY(QList<PlayingCard*> drawPile READ drawPile NOTIFY drawPileChanged)
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Q_PROPERTY(QList<PlayingCard*> throwawayPile READ throwawayPile NOTIFY throwawayPileChanged)
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Q_PROPERTY(QList<QList<ColumnSlot*>> columns READ columns NOTIFY columnsChanged)
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Q_PROPERTY(QList<QList<PlayingCard*>> foundation READ foundation NOTIFY foundationChanged)
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Q_PROPERTY(bool gameWon READ gameWon NOTIFY gameWonChanged)
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public:
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explicit GameState(QObject *parent = nullptr);
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// Getters
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QList<PlayingCard*> drawPile() const;
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QList<PlayingCard*> throwawayPile() const;
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QList<QList<ColumnSlot*>> columns() const;
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QList<QList<PlayingCard*>> foundation() const;
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bool gameWon() const;
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// General functions
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void dealCards();
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void drawNextCard();
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// Manual moves (from X to Y)
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bool moveCardToColumn(int columnId);
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bool moveThrownCardToFoundation(PlayingCard::Suit foundationId);
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bool moveColumnCardToFoundation(int columnId, PlayingCard::Suit foundationId);
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// Automatic moves (from X to auto)
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bool autoMoveThrownCard();
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bool autoMoveColumnCard(int columnId);
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signals:
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void drawPileChanged();
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void throwawayPileChanged();
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void columnsChanged();
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void foundationChanged();
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void gameWonChanged();
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private slots:
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void onFoundationChanged();
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private:
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QList<PlayingCard*> m_drawPile;
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QList<PlayingCard*> m_throwawayPile;
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QList<QList<ColumnSlot*>> m_columns;
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QList<QList<PlayingCard*>> m_foundation;
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bool m_gameWon;
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bool tryMoveCardToFoundation(PlayingCard::Suit foundationId, PlayingCard* cardToMove);
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bool tryAutoMoveCard(PlayingCard* cardToMove);
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bool isMoveToColumnLegal(PlayingCard* cardToMove, int columnId);
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void ensureColumnRevealed(int columnId);
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};
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#endif // GAMESTATE_H
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