Add preliminary win detection
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e46d153604
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3254818410
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@ -8,6 +8,7 @@
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GameState::GameState(QObject* parent, bool preDealCards) : QObject{parent}, m_columns(7), m_foundation(4), m_gameWon(false) {
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assert(connect(this, &GameState::foundationChanged, this, &GameState::onFoundationChanged));
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assert(connect(this, &GameState::throwawayPileChanged, this, &GameState::onThrowawayPileChanged));
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if (preDealCards)
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dealCards();
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@ -354,24 +355,12 @@ bool GameState::autoMoveColumnCard(int columnId, int cardIndex) {
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}
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void GameState::onFoundationChanged() {
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// Check if the game is won (can only happen on a foundation pile change)
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bool gameWon = true;
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for (const QList<PlayingCard*>& foundationPile : std::as_const(m_foundation)) {
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// The piles need to contain all 13 card values each, otherwise the game isn't won
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if (foundationPile.size() != 13) {
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gameWon = false;
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break;
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}
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prelimWinCheck();
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winCheck();
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}
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if (gameWon == m_gameWon)
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return;
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if (gameWon)
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qDebug() << "The game was won!";
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m_gameWon = gameWon;
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emit gameWonChanged();
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void GameState::onThrowawayPileChanged() {
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prelimWinCheck();
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}
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GameState* GameState::clone() const {
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@ -406,6 +395,7 @@ GameState* GameState::clone() const {
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}
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newGameState->m_gameWon = m_gameWon;
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newGameState->m_prelimWin = m_prelimWin;
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assert(this->generateStateHash() == newGameState->generateStateHash());
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return newGameState;
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@ -444,7 +434,7 @@ void GameState::cleanupBoard(bool emitChanges) {
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m_moveAmt = 0;
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// Note that we don't need to reset gameWon from here, as it's
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// Note that we don't need to reset gameWon/prelimWin from here, as it's
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// auto-checked from onFoundationChanged, which the emits trigger
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if (emitChanges) {
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@ -498,9 +488,6 @@ QString GameState::generateStateHash() const {
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}
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stateHash.removeLast();
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stateHash += " ; ";
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stateHash += m_gameWon ? "t" : "f";
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return stateHash;
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}
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@ -635,8 +622,63 @@ void GameState::incrementMoveAmt() {
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emit moveAmountChanged();
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}
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bool GameState::prelimWinCheck() {
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// Check if the game is preliminarily won:
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// This occurs when there are no cards in the draw or throwaway piles,
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// and all cards in the tableau are revealed. Such games are essentially won,
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// as the cards only need to be moved to the foundation piles.
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bool prelimWin = m_drawPile.isEmpty() && m_throwawayPile.isEmpty();
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if (prelimWin) {
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for (const auto& column : std::as_const(m_columns)) {
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for (const ColumnSlot* card : column) {
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if (!card->isRevealed()) {
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prelimWin = false;
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break;
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}
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}
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if (!prelimWin)
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break;
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}
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}
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if (prelimWin == m_prelimWin)
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return m_prelimWin;
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if (prelimWin)
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qDebug() << "Preliminary win detected! The game is essentially won.";
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m_prelimWin = prelimWin;
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emit preliminaryWinChanged();
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return m_prelimWin;
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}
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bool GameState::winCheck() {
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// Check if the game is won (can only happen on a foundation pile change)
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bool gameWon = true;
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for (const QList<PlayingCard*>& foundationPile : std::as_const(m_foundation)) {
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// The piles need to contain all 13 card values each, otherwise the game isn't won
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if (foundationPile.size() != 13) {
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gameWon = false;
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break;
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}
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}
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if (gameWon == m_gameWon)
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return m_gameWon;
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if (gameWon)
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qDebug() << "The game was won!";
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m_gameWon = gameWon;
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emit gameWonChanged();
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return m_gameWon;
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}
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std::pair<std::optional<bool>, int> GameState::canWinThroughSimulation(QSet<QString>& visitedStates, QElapsedTimer timer) const {
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if (m_gameWon)
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if (m_prelimWin)
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return std::make_pair(true, 0); // Already won at depth 0
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// Go over all possible moves using BFS
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@ -676,9 +718,8 @@ std::pair<std::optional<bool>, int> GameState::canWinThroughSimulation(QSet<QStr
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QString stateHash = newState->generateStateHash();
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assert(currentHash != stateHash);
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if (newState->m_gameWon) {
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if (newState->prelimWinCheck())
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return std::make_pair(true, depth + 1); // Return depth if game won
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}
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if (!visitedStates.contains(stateHash)) {
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visitedStates.insert(stateHash);
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@ -701,9 +742,8 @@ std::pair<std::optional<bool>, int> GameState::canWinThroughSimulation(QSet<QStr
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QString stateHash = newState->generateStateHash();
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assert(currentHash != stateHash);
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if (newState->m_gameWon) {
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if (newState->prelimWinCheck())
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return std::make_pair(true, depth + 1);
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}
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if (!visitedStates.contains(stateHash)) {
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visitedStates.insert(stateHash);
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@ -721,9 +761,8 @@ std::pair<std::optional<bool>, int> GameState::canWinThroughSimulation(QSet<QStr
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QString stateHash = newState->generateStateHash();
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assert(currentHash != stateHash);
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if (newState->m_gameWon) {
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if (newState->prelimWinCheck())
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return std::make_pair(true, depth + 1);
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}
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if (!visitedStates.contains(stateHash)) {
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visitedStates.insert(stateHash);
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@ -741,9 +780,8 @@ std::pair<std::optional<bool>, int> GameState::canWinThroughSimulation(QSet<QStr
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QString stateHash = newState->generateStateHash();
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assert(currentHash != stateHash);
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if (newState->m_gameWon) {
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if (newState->prelimWinCheck())
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return std::make_pair(true, depth + 1);
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}
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if (!visitedStates.contains(stateHash)) {
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visitedStates.insert(stateHash);
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@ -773,9 +811,8 @@ std::pair<std::optional<bool>, int> GameState::canWinThroughSimulation(QSet<QStr
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QString stateHash = newState->generateStateHash();
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assert(currentHash != stateHash);
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if (newState->m_gameWon) {
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if (newState->prelimWinCheck())
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return std::make_pair(true, depth + 1);
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}
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if (!visitedStates.contains(stateHash)) {
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visitedStates.insert(stateHash);
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@ -825,6 +862,10 @@ int GameState::moveAmount() const {
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return m_moveAmt;
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}
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bool GameState::preliminaryWin() const {
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return m_prelimWin;
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}
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bool GameState::gameWon() const {
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return m_gameWon;
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}
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@ -23,6 +23,7 @@ class GameState : public QObject {
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Q_PROPERTY(QVariantList foundation READ foundation NOTIFY foundationChanged)
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Q_PROPERTY(int moveAmount READ moveAmount NOTIFY moveAmountChanged)
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Q_PROPERTY(bool gameWon READ gameWon NOTIFY gameWonChanged)
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Q_PROPERTY(bool preliminaryWin READ preliminaryWin NOTIFY preliminaryWinChanged)
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public:
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explicit GameState(QObject* parent = nullptr, bool preDealCards = true);
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@ -34,6 +35,7 @@ class GameState : public QObject {
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QVariantList columns() const;
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QVariantList foundation() const;
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int moveAmount() const;
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bool preliminaryWin() const;
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bool gameWon() const;
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// General functions
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@ -59,9 +61,11 @@ class GameState : public QObject {
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void foundationChanged();
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void moveAmountChanged();
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void gameWonChanged();
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void preliminaryWinChanged();
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private slots:
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void onFoundationChanged();
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void onThrowawayPileChanged();
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private:
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QList<PlayingCard*> m_drawPile;
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@ -70,6 +74,7 @@ class GameState : public QObject {
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QList<QList<PlayingCard*>> m_foundation;
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int m_moveAmt;
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bool m_gameWon;
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bool m_prelimWin;
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GameState* clone() const;
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void cleanupBoard(bool emitChanges);
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@ -84,6 +89,9 @@ class GameState : public QObject {
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void ensureColumnRevealed(int columnId);
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void incrementMoveAmt();
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bool winCheck();
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bool prelimWinCheck();
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std::pair<std::optional<bool>, int> canWinThroughSimulation(QSet<QString>& visitedStates, QElapsedTimer timer) const;
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};
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