Store revealed state for the columns
This commit is contained in:
parent
730b92fa65
commit
48f84bb528
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@ -24,6 +24,7 @@ qt_add_qml_module(appSolitare
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QML_FILES CardModel.qml
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SOURCES playingcard.h playingcard.cpp
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SOURCES gamestate.h gamestate.cpp
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SOURCES columnslot.h columnslot.cpp
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)
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# Qt for iOS sets MACOSX_BUNDLE_GUI_IDENTIFIER automatically since Qt 6.1.
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21
columnslot.cpp
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21
columnslot.cpp
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@ -0,0 +1,21 @@
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#include "columnslot.h"
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ColumnSlot::ColumnSlot(PlayingCard* card, bool revealed, QObject* parent)
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: QObject(parent), m_card(card), m_revealed(revealed)
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{}
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PlayingCard* ColumnSlot::card() const {
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return m_card;
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}
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bool ColumnSlot::isRevealed() const {
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return m_revealed;
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}
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void ColumnSlot::reveal() {
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if (m_revealed)
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return;
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m_revealed = true;
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emit revealedChanged();
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}
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29
columnslot.h
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29
columnslot.h
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@ -0,0 +1,29 @@
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#ifndef COLUMNSLOT_H
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#define COLUMNSLOT_H
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#include <QObject>
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#include "playingcard.h"
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class ColumnSlot : public QObject
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{
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Q_OBJECT
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Q_PROPERTY(PlayingCard* card READ card CONSTANT)
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Q_PROPERTY(bool revealed READ isRevealed NOTIFY revealedChanged)
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public:
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explicit ColumnSlot(PlayingCard* card, bool revealed, QObject* parent = nullptr);
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PlayingCard* card() const;
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bool isRevealed() const;
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void reveal();
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signals:
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void revealedChanged();
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private:
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PlayingCard* m_card;
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bool m_revealed;
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};
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#endif // COLUMNSLOT_H
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@ -1,5 +1,6 @@
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#include "gamestate.h"
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#include <random>
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#include <QDebug>
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GameState::GameState(QObject *parent)
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: QObject{parent}
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@ -11,7 +12,7 @@ GameState::GameState(QObject *parent)
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// Initialize the columns (7 piles)
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for (int i = 0; i < 7; ++i) {
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m_columns.append(QList<PlayingCard*>());
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m_columns.append(QList<ColumnSlot*>());
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}
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}
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@ -27,9 +28,17 @@ void GameState::dealCards()
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// Deal the cards into the columns
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int index = 0;
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for (int i = 0; i < 7; i++) {
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QList<ColumnSlot*> column;
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// Deal exactly i+1 cards to the i-th column
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m_columns[i] = deck.mid(index, i + 1);
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index += i + 1;
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for (int j = 0; j <= i; j++) {
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bool revealed = (j == i);
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ColumnSlot *col = new ColumnSlot(deck[index], revealed);
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column.append(col);
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index++;
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}
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m_columns[i] = column;
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}
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// Use the remaining cards as the draw pile
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@ -78,7 +87,8 @@ bool GameState::moveCardToColumn(int columnId)
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if (cardToMove->value() != PlayingCard::Value::King)
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return false;
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m_columns[columnId].append(cardToMove);
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ColumnSlot *col = new ColumnSlot(cardToMove, true);
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m_columns[columnId].append(col);
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m_throwawayPile.removeLast();
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emit onThrowawayPileChanged();
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@ -87,7 +97,7 @@ bool GameState::moveCardToColumn(int columnId)
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}
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// We'll be comparing this card against the last card in the column
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PlayingCard* columnCard = m_columns[columnId].last();
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PlayingCard* columnCard = m_columns[columnId].last()->card();
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// This card's value must be one less than the card in the column
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if (cardToMove->value() != columnCard->value() - 1)
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@ -97,8 +107,10 @@ bool GameState::moveCardToColumn(int columnId)
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if (!PlayingCard::areOppositeColors(*cardToMove, *columnCard))
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return false;
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m_columns[columnId].append(cardToMove);
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ColumnSlot *col = new ColumnSlot(cardToMove, true);
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m_columns[columnId].append(col);
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m_throwawayPile.removeLast();
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ensureColumnRevealed(columnId);
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emit onThrowawayPileChanged();
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emit onColumnsChanged();
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@ -137,15 +149,16 @@ bool GameState::moveColumnCardToFoundation(int columnId, PlayingCard::Suit found
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}
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// We'll be moving the top card in the column (maybe)
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PlayingCard *cardToMove = m_columns[columnId].first();
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PlayingCard *cardToMove = m_columns[columnId].first()->card();
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// Try moving the card into the foundation
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if (!tryMoveCardToFoundation(foundationId, cardToMove))
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return false;
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// We succeeded, the card is now in the appropriate foundation pile,
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// let's remove the card from the column.
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// let's remove the column slot.
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m_columns[columnId].removeFirst();
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ensureColumnRevealed(columnId);
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emit onColumnsChanged();
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return true;
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@ -183,6 +196,25 @@ bool GameState::tryMoveCardToFoundation(PlayingCard::Suit foundationId, PlayingC
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return true;
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}
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void GameState::ensureColumnRevealed(int columnId)
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{
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assert(columnId >= 0 && columnId < 7);
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// Nothing to reveal
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if (m_columns[columnId].isEmpty())
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return;
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// Get the top column slot
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ColumnSlot *col = m_columns[columnId].first();
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// If it's already revealed, there's nothing to do
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if (col->isRevealed())
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return;
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// First slot in the column must always be revealed, reveal it
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col->reveal();
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}
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QList<PlayingCard *> GameState::drawPile() const
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{
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return m_drawPile;
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@ -193,7 +225,7 @@ QList<PlayingCard *> GameState::throwawayPile() const
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return m_throwawayPile;
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}
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QList<QList<PlayingCard *> > GameState::columns() const
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QList<QList<ColumnSlot *> > GameState::columns() const
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{
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return m_columns;
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}
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@ -3,13 +3,14 @@
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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 onDrawPileChanged)
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Q_PROPERTY(QList<PlayingCard*> throwawayPile READ throwawayPile NOTIFY onThrowawayPileChanged)
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Q_PROPERTY(QList<QList<PlayingCard*>> columns READ columns NOTIFY onColumnsChanged)
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Q_PROPERTY(QList<QList<ColumnSlot*>> columns READ columns NOTIFY onColumnsChanged)
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Q_PROPERTY(QList<QList<PlayingCard*>> foundation READ foundation NOTIFY onFoundationChanged)
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public:
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QList<PlayingCard*> drawPile() const;
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QList<PlayingCard*> throwawayPile() const;
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QList<QList<PlayingCard*>> columns() const;
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QList<QList<ColumnSlot*>> columns() const;
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QList<QList<PlayingCard*>> foundation() const;
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void dealCards();
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@ -35,10 +36,11 @@ signals:
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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<PlayingCard*>> m_columns;
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QList<QList<ColumnSlot*>> m_columns;
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QList<QList<PlayingCard*>> m_foundation;
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bool tryMoveCardToFoundation(PlayingCard::Suit foundationId, PlayingCard* cardToMove);
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void ensureColumnRevealed(int columnId);
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};
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#endif // GAMESTATE_H
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