Add basic GameState class

This commit is contained in:
ItsDrike 2024-12-01 22:40:42 +01:00
parent 6ad3fe5bba
commit 0b65ce5d56
Signed by: ItsDrike
GPG key ID: FA2745890B7048C0
7 changed files with 263 additions and 4 deletions

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@ -23,6 +23,7 @@ qt_add_qml_module(appSolitare
QML_FILES ScoreBar.qml
QML_FILES CardModel.qml
SOURCES playingcard.h playingcard.cpp
SOURCES gamestate.h gamestate.cpp
)
# Qt for iOS sets MACOSX_BUNDLE_GUI_IDENTIFIER automatically since Qt 6.1.

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@ -20,7 +20,7 @@ ApplicationWindow {
CardModel {
anchors.centerIn: parent
card: myCard
card: gameState.drawPile[0];
isFaceDown: false
}
}

204
gamestate.cpp Normal file
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@ -0,0 +1,204 @@
#include "gamestate.h"
#include <random>
GameState::GameState(QObject *parent)
: QObject{parent}
{
// Initialize the foundation piles (4 suits)
for (int i = 0; i < 4; ++i) {
m_foundation.append(QList<PlayingCard*>());
}
// Initialize the columns (7 piles)
for (int i = 0; i < 7; ++i) {
m_columns.append(QList<PlayingCard*>());
}
}
void GameState::dealCards()
{
QList<PlayingCard*> deck = PlayingCard::createDeck();
// Randomly shuffle the deck
std::random_device rd;
std::default_random_engine rng(rd());
std::shuffle(deck.begin(), deck.end(), rng);
// Deal the cards into the columns
int index = 0;
for (int i = 0; i < 7; i++) {
// Deal exactly i+1 cards to the i-th column
m_columns[i] = deck.mid(index, i + 1);
index += i + 1;
}
// Use the remaining cards as the draw pile
m_drawPile = deck.mid(index);
// Reset the foundation & throwaway pile
m_foundation.clear();
m_throwawayPile.clear();
emit onDrawPileChanged();
emit onThrowawayPileChanged();
emit onColumnsChanged();
emit onFoundationChanged();
}
void GameState::drawNextCard()
{
// If drawPile is empty, flip the throwawayPile to drawPile
if (m_drawPile.isEmpty()) {
m_drawPile = m_throwawayPile;
m_throwawayPile.clear();
std::reverse(m_drawPile.begin(), m_drawPile.end());
}
// Draw the top card from drawPile, dropping it into throwawayPile
m_throwawayPile.append(m_drawPile.takeFirst());
emit onDrawPileChanged();
emit onThrowawayPileChanged();
}
bool GameState::moveCardToColumn(int columnId)
{
assert(columnId >= 0 && columnId < 7);
if (m_throwawayPile.isEmpty()) {
// Consider raising an exception here instead
return false;
}
// We'll be moving the last card in the throwaway pile (maybe)
PlayingCard *cardToMove = m_throwawayPile.last();
if (m_columns[columnId].isEmpty()) {
// If the column is empty, we can only place a king
if (cardToMove->value() != PlayingCard::Value::King)
return false;
m_columns[columnId].append(cardToMove);
m_throwawayPile.removeLast();
emit onThrowawayPileChanged();
emit onColumnsChanged();
return true;
}
// We'll be comparing this card against the last card in the column
PlayingCard* columnCard = m_columns[columnId].last();
// This card's value must be one less than the card in the column
if (cardToMove->value() != columnCard->value() - 1)
return false;
// This card must be of opposite color
if (!PlayingCard::areOppositeColors(*cardToMove, *columnCard))
return false;
m_columns[columnId].append(cardToMove);
m_throwawayPile.removeLast();
emit onThrowawayPileChanged();
emit onColumnsChanged();
return true;
}
bool GameState::moveThrownCardToFoundation(PlayingCard::Suit foundationId)
{
if (m_throwawayPile.isEmpty()) {
// Consider raising an exception here instead
return false;
}
// We'll be moving the last card in the foundation pile (maybe)
PlayingCard *cardToMove = m_throwawayPile.last();
// Try moving the card into the foundation
if (!tryMoveCardToFoundation(foundationId, cardToMove))
return false;
// We succeeded, the card is now in the appropriate foundation pile,
// let's remove the card from the throwaway pile.
m_throwawayPile.removeLast();
emit onThrowawayPileChanged();
return true;
}
bool GameState::moveColumnCardToFoundation(int columnId, PlayingCard::Suit foundationId)
{
assert(columnId >= 0 && columnId < 7);
if (m_columns[columnId].isEmpty()) {
// Consider raising an exception here instead
return false;
}
// We'll be moving the top card in the column (maybe)
PlayingCard *cardToMove = m_columns[columnId].first();
// Try moving the card into the foundation
if (!tryMoveCardToFoundation(foundationId, cardToMove))
return false;
// We succeeded, the card is now in the appropriate foundation pile,
// let's remove the card from the column.
m_columns[columnId].removeFirst();
emit onColumnsChanged();
return true;
}
bool GameState::tryMoveCardToFoundation(PlayingCard::Suit foundationId, PlayingCard* cardToMove)
{
assert(foundationId >= PlayingCard::Suit::Clubs && foundationId < PlayingCard::Suit::Spades);
if (cardToMove->suit() != foundationId)
return false;
PlayingCard::Value requiredValue;
if (m_foundation[foundationId].isEmpty()) {
// If the pile is empty, only an ace can go in
requiredValue = PlayingCard::Value::Ace;
} else {
// Otherwise it's the next card by value, unless we're already at king
PlayingCard::Value curValue = m_foundation[foundationId].first()->value();
if (curValue == PlayingCard::Value::King)
return false;
// Clever trick to get the next value. Note that this relies on the enum having
// the variants defined in correct order.
requiredValue = static_cast<PlayingCard::Value>(static_cast<int>(curValue) + 1);
}
if (cardToMove->value() != requiredValue)
return false;
m_foundation[foundationId].push_front(cardToMove);
emit onFoundationChanged();
return true;
}
QList<PlayingCard *> GameState::drawPile() const
{
return m_drawPile;
}
QList<PlayingCard *> GameState::throwawayPile() const
{
return m_throwawayPile;
}
QList<QList<PlayingCard *> > GameState::columns() const
{
return m_columns;
}
QList<QList<PlayingCard *> > GameState::foundation() const
{
return m_foundation;
}

44
gamestate.h Normal file
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@ -0,0 +1,44 @@
#ifndef GAMESTATE_H
#define GAMESTATE_H
#include <QObject>
#include "playingcard.h"
class GameState : public QObject
{
Q_OBJECT
Q_PROPERTY(QList<PlayingCard*> drawPile READ drawPile NOTIFY onDrawPileChanged)
Q_PROPERTY(QList<PlayingCard*> throwawayPile READ throwawayPile NOTIFY onThrowawayPileChanged)
Q_PROPERTY(QList<QList<PlayingCard*>> columns READ columns NOTIFY onColumnsChanged)
Q_PROPERTY(QList<QList<PlayingCard*>> foundation READ foundation NOTIFY onFoundationChanged)
public:
explicit GameState(QObject *parent = nullptr);
QList<PlayingCard*> drawPile() const;
QList<PlayingCard*> throwawayPile() const;
QList<QList<PlayingCard*>> columns() const;
QList<QList<PlayingCard*>> foundation() const;
void dealCards();
void drawNextCard();
bool moveCardToColumn(int columnId);
bool moveThrownCardToFoundation(PlayingCard::Suit foundationId);
bool moveColumnCardToFoundation(int columnId, PlayingCard::Suit foundationId);
signals:
void onDrawPileChanged();
void onThrowawayPileChanged();
void onColumnsChanged();
void onFoundationChanged();
private:
QList<PlayingCard*> m_drawPile;
QList<PlayingCard*> m_throwawayPile;
QList<QList<PlayingCard*>> m_columns;
QList<QList<PlayingCard*>> m_foundation;
bool tryMoveCardToFoundation(PlayingCard::Suit foundationId, PlayingCard* cardToMove);
};
#endif // GAMESTATE_H

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@ -1,7 +1,7 @@
#include <QGuiApplication>
#include <QQmlApplicationEngine>
#include <QQmlContext>
#include "playingcard.h"
#include "gamestate.h"
int main(int argc, char *argv[])
{
@ -17,8 +17,9 @@ int main(int argc, char *argv[])
qmlRegisterUncreatableType<PlayingCard>("Solitare", 1, 0, "PlayingCard", "PlayingCard cannot be directly created in QML. Use C++ logic to instantiate.");
PlayingCard myCard(PlayingCard::Suit::Hearts, PlayingCard::Value::Seven);
engine.rootContext()->setContextProperty("myCard", &myCard);
GameState gameState;
gameState.dealCards();
engine.rootContext()->setContextProperty("gameState", &gameState);
engine.loadFromModule("Solitare", "Main");

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@ -78,3 +78,11 @@ QList<PlayingCard *> PlayingCard::createDeck()
return deck;
}
bool PlayingCard::areOppositeColors(const PlayingCard &card1, const PlayingCard &card2)
{
bool card1IsRed = (card1.suit() == Suit::Hearts || card1.suit() == Suit::Diamonds);
bool card2IsRed = (card2.suit() == Suit::Hearts || card2.suit() == Suit::Diamonds);
return card1IsRed != card2IsRed;
}

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@ -51,6 +51,7 @@ public:
void setValue(const Value &value);
static QList<PlayingCard*> createDeck();
static bool areOppositeColors(const PlayingCard &card1, const PlayingCard &card2);
signals:
void onSuitChanged();