Make automove return what changed
This allows us to optimize the emitted signals, as we will know what has changed after an automove.
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1ecfd36598
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@ -280,7 +280,8 @@ bool GameState::autoMoveThrownCard() {
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qDebug() << "Attempting auto-move of thrown card " << cardToMove->toString();
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// Try moving the card into the foundation
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if (!tryAutoMoveSingleCard(*cardToMove)) {
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auto changed = tryAutoMoveSingleCard(*cardToMove);
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if (!changed.has_value()) {
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qDebug() << "> Moving failed, no available move found";
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return false;
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}
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@ -291,11 +292,11 @@ bool GameState::autoMoveThrownCard() {
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emit throwawayPileChanged();
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// We don't know which pile the card was moved to, to be safe, emit
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// a change from both
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// NOTE: consider returning what changed from tryAutoMoveSingleCard
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emit columnsChanged();
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emit foundationChanged();
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switch (changed.value().destinationType) {
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case AutoMoveResult::DestinationType::Foundation: emit foundationChanged(); break;
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case AutoMoveResult::DestinationType::Column: emit columnsChanged(); break;
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default: assert(false); break;
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}
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incrementMoveAmt();
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return true;
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@ -320,7 +321,8 @@ bool GameState::autoMoveColumnCard(int columnId, int cardIndex) {
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// This is a single card move (last card)
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PlayingCard* cardToMove = col->card();
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qDebug() << "Attempting auto-move of column " << columnId << " card " << cardToMove->toString();
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if (!tryAutoMoveSingleCard(*cardToMove, columnId)) {
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auto changed = tryAutoMoveSingleCard(*cardToMove, columnId);
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if (!changed.has_value()) {
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qDebug() << "> Moving failed, no available move found";
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return false;
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}
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@ -331,12 +333,13 @@ bool GameState::autoMoveColumnCard(int columnId, int cardIndex) {
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ensureColumnRevealed(columnId);
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qDebug() << "> Moving complete";
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// Columns always change, we're moving from them, if the move is to another column
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// that's all, if it's to a foundation, also emit foundation change
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emit columnsChanged();
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if (changed.value().destinationType == AutoMoveResult::DestinationType::Foundation) {
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emit foundationChanged();
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}
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// we don't know where the card was moved, it could've been the foundation too
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// to be safe, emit a change signal for it too
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// NOTE: consider returning what changed from tryAutoMoveSingleCard
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emit foundationChanged();
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incrementMoveAmt();
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return true;
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@ -350,7 +353,7 @@ bool GameState::autoMoveColumnCard(int columnId, int cardIndex) {
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selectedCards.append(curCol->card());
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}
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if (!tryAutoMoveMultipleCards(selectedCards, columnId)) {
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if (!tryAutoMoveMultipleCards(selectedCards, columnId).has_value()) {
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qDebug() << "> Moving failed, no available move found";
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return false;
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}
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@ -512,13 +515,13 @@ QString GameState::generateStateHash() const {
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return stateHash;
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}
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bool GameState::tryAutoMoveSingleCard(PlayingCard& cardToMove, int skipColumnId) {
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std::optional<GameState::AutoMoveResult> GameState::tryAutoMoveSingleCard(PlayingCard& cardToMove, int skipColumnId) {
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// 1. Try moving the card to the foundation
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const int foundationId = static_cast<int>(cardToMove.suit());
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if (isFoundationMoveValid(cardToMove, foundationId)) {
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m_foundation[foundationId].prepend(&cardToMove);
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qDebug() << "* Auto-moved card " << cardToMove.toString() << " to foundation " << foundationId;
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return true;
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return AutoMoveResult{AutoMoveResult::DestinationType::Foundation, foundationId};
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}
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// 2. Try moving the card to another column
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@ -530,16 +533,16 @@ bool GameState::tryAutoMoveSingleCard(PlayingCard& cardToMove, int skipColumnId)
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ColumnSlot* col = new ColumnSlot(&cardToMove, true, this);
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m_columns[columnId].append(col);
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qDebug() << "* Auto-moved card " << cardToMove.toString() << " to column " << columnId;
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return true;
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return AutoMoveResult{AutoMoveResult::DestinationType::Column, columnId};
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}
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}
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// No available auto-move
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qDebug() << "* Auto-move failed, no available moves";
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return false;
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return std::nullopt;
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}
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bool GameState::tryAutoMoveMultipleCards(const QList<PlayingCard*>& cards, int skipColumnId) {
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std::optional<GameState::AutoMoveResult> GameState::tryAutoMoveMultipleCards(const QList<PlayingCard*>& cards, int skipColumnId) {
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assert(cards.size() > 1);
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// If we can move the first (selected) card to another column,
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@ -564,7 +567,7 @@ bool GameState::tryAutoMoveMultipleCards(const QList<PlayingCard*>& cards, int s
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}
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qDebug() << "* Auto-move failed, no available moves";
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return false;
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return std::nullopt;
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}
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bool GameState::isFoundationMoveValid(const PlayingCard& cardToMove, int foundationId) const {
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@ -83,12 +83,21 @@ class GameState : public QObject {
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std::pair<std::optional<bool>, int> m_isWinnable;
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bool m_enableWinnabilitySim;
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struct AutoMoveResult {
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enum class DestinationType {
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Foundation,
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Column
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};
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DestinationType destinationType;
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int destinationId;
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};
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GameState* clone(bool enableWinnabilitySim = false) const;
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void cleanupBoard(bool emitChanges);
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QString generateStateHash() const;
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bool tryAutoMoveSingleCard(PlayingCard& cardToMove, int skipColumnId = -1);
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bool tryAutoMoveMultipleCards(const QList<PlayingCard*>& cards, int skipColumnId);
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std::optional<AutoMoveResult> tryAutoMoveSingleCard(PlayingCard& cardToMove, int skipColumnId = -1);
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std::optional<AutoMoveResult> tryAutoMoveMultipleCards(const QList<PlayingCard*>& cards, int skipColumnId);
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bool isFoundationMoveValid(const PlayingCard& cardToMove, int foundationId) const;
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bool isColumnMoveValid(const PlayingCard& cardToMove, int columnId) const;
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