Add several debug logs to gamestate

This commit is contained in:
ItsDrike 2024-12-03 15:14:27 +01:00
parent d97cccfdf0
commit f82b176f55
Signed by: ItsDrike
GPG key ID: FA2745890B7048C0
3 changed files with 58 additions and 9 deletions

View file

@ -18,6 +18,8 @@ GameState::GameState(QObject *parent)
void GameState::dealCards()
{
qDebug() << "Dealing cards";
QList<PlayingCard*> deck = PlayingCard::createDeck();
// Randomly shuffle the deck
@ -60,15 +62,23 @@ void GameState::dealCards()
void GameState::drawNextCard()
{
qDebug() << "Drawing next card.";
// If drawPile is empty, flip the throwawayPile to drawPile
if (m_drawPile.isEmpty()) {
if (m_throwawayPile.isEmpty()) {
qWarning() << "Drawing a card failed, no more cards to draw from";
return;
}
m_drawPile = m_throwawayPile;
m_throwawayPile.clear();
std::reverse(m_drawPile.begin(), m_drawPile.end());
qDebug() << "> Draw pile empty, flipping throwaway pile";
}
// Draw the top card from drawPile, dropping it into throwawayPile
m_throwawayPile.append(m_drawPile.takeFirst());
qDebug() << "> Drawn card: " << m_throwawayPile.last()->toString();
emit drawPileChanged();
emit throwawayPileChanged();
@ -85,14 +95,18 @@ bool GameState::moveCardToColumn(int columnId)
// We'll be moving the last card in the throwaway pile (maybe)
PlayingCard *cardToMove = m_throwawayPile.last();
qDebug() << "Attempting to move thrown card " << cardToMove->toString() << " to column " << columnId;
if (!isMoveToColumnLegal(cardToMove, columnId))
if (!isMoveToColumnLegal(cardToMove, columnId)) {
qDebug() << "> Moving aborted, illegal move";
return false;
}
ColumnSlot *col = new ColumnSlot(cardToMove, true);
m_columns[columnId].append(col);
m_throwawayPile.removeLast();
ensureColumnRevealed(columnId);
qDebug() << "> Moving complete";
emit throwawayPileChanged();
emit columnsChanged();
@ -108,14 +122,18 @@ bool GameState::moveThrownCardToFoundation(PlayingCard::Suit foundationId)
// We'll be moving the last card in the foundation pile (maybe)
PlayingCard *cardToMove = m_throwawayPile.last();
qDebug() << "Attempting to move thrown card " << cardToMove->toString() << " to foundation " << foundationId;
// Try moving the card into the foundation
if (!tryMoveCardToFoundation(foundationId, cardToMove))
if (!tryMoveCardToFoundation(foundationId, cardToMove)) {
qDebug() << "> Moving aborted, illegal move";
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();
qDebug() << "> Moving complete";
emit throwawayPileChanged();
return true;
@ -132,15 +150,19 @@ bool GameState::moveColumnCardToFoundation(int columnId, PlayingCard::Suit found
// We'll be moving the last card in the column (maybe)
PlayingCard *cardToMove = m_columns[columnId].last()->card();
qDebug() << "Attempting to move card " << cardToMove->toString() << " from column " << columnId << " to foundation " << foundationId;
// Try moving the card into the foundation
if (!tryMoveCardToFoundation(foundationId, cardToMove))
if (!tryMoveCardToFoundation(foundationId, cardToMove)) {
qDebug() << "> Moving aborted, illegal move";
return false;
}
// We succeeded, the card is now in the appropriate foundation pile,
// let's remove the column slot.
m_columns[columnId].removeLast();
ensureColumnRevealed(columnId);
qDebug() << "> Moving complete";
emit columnsChanged();
return true;
@ -160,14 +182,18 @@ bool GameState::autoMoveThrownCard()
// We'll be moving the last card in the foundation pile (maybe)
PlayingCard *cardToMove = m_throwawayPile.last();
qDebug() << "Attempting auto-move of thrown card " << cardToMove->toString();
// Try moving the card into the foundation
if (!tryAutoMoveCard(cardToMove))
if (!tryAutoMoveCard(cardToMove)) {
qDebug() << "> Moving failed, no available move found";
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();
qDebug() << "> Moving complete";
emit throwawayPileChanged();
return true;
@ -188,14 +214,18 @@ bool GameState::autoMoveColumnCard(int columnId)
// We'll be moving the last card in the column (maybe)
PlayingCard *cardToMove = m_columns[columnId].last()->card();
qDebug() << "Attempting auto-move of column card " << cardToMove->toString();
if (!tryAutoMoveCard(cardToMove))
if (!tryAutoMoveCard(cardToMove)) {
qDebug() << "> Moving failed, no available move found";
return false;
}
// We succeeded, the card is now in the appropriate foundation pile,
// let's remove the column slot.
m_columns[columnId].removeLast();
ensureColumnRevealed(columnId);
qDebug() << "> Moving complete";
emit columnsChanged();
return true;
@ -227,8 +257,12 @@ bool GameState::tryMoveCardToFoundation(PlayingCard::Suit foundationId, PlayingC
{
assert(foundationId >= PlayingCard::Suit::Clubs && foundationId <= PlayingCard::Suit::Spades);
if (cardToMove->suit() != foundationId)
qDebug() << "* Trying to move card " << cardToMove->toString() << " to foundation " << foundationId;
if (cardToMove->suit() != foundationId) {
qDebug() << "* Move attempt failed (wrong suit)";
return false;
}
PlayingCard::Value requiredValue;
if (m_foundation[foundationId].isEmpty()) {
@ -237,18 +271,23 @@ bool GameState::tryMoveCardToFoundation(PlayingCard::Suit foundationId, PlayingC
} 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)
if (curValue == PlayingCard::Value::King) {
qDebug() << "* Move attempt failed (expected 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)
if (cardToMove->value() != requiredValue) {
qDebug() << "* Move attempt failed (expected value: " << requiredValue << ")";
return false;
}
m_foundation[foundationId].push_front(cardToMove);
qDebug() << "* Moved card " << cardToMove->toString() << " to foundation " << foundationId;
emit foundationChanged();
return true;
@ -258,13 +297,16 @@ bool GameState::tryAutoMoveCard(PlayingCard *cardToMove)
{
// 1. Try moving the card to the foundation
for (PlayingCard::Suit suit : {PlayingCard::Suit::Clubs, PlayingCard::Suit::Diamonds, PlayingCard::Suit::Hearts, PlayingCard::Suit::Spades})
if (cardToMove->suit() == suit && tryMoveCardToFoundation(suit, cardToMove))
if (cardToMove->suit() == suit && tryMoveCardToFoundation(suit, cardToMove)) {
qDebug() << "* Auto-moved card " << cardToMove->toString() << " to foundation " << suit;
return true;
}
// 2. Try moving the card to another column
for (int columnId = 0; columnId < m_columns.size(); ++columnId)
if (isMoveToColumnLegal(cardToMove, columnId)) {
moveCardToColumn(columnId);
qDebug() << "* Auto-moved card " << cardToMove->toString() << " to column " << columnId;
return true;
}

View file

@ -63,6 +63,11 @@ void PlayingCard::setValue(const PlayingCard::Value &value)
emit valueChanged();
}
QString PlayingCard::toString() const
{
return valueString() + " of " + suitString();
}
QList<PlayingCard *> PlayingCard::createDeck()
{
QList<PlayingCard*> deck;

View file

@ -53,6 +53,8 @@ public:
QString valueString() const;
void setValue(const Value &value);
QString toString() const;
static QList<PlayingCard*> createDeck();
static bool areOppositeColors(const PlayingCard &card1, const PlayingCard &card2);