Add several debug logs to gamestate
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d97cccfdf0
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@ -18,6 +18,8 @@ GameState::GameState(QObject *parent)
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void GameState::dealCards()
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{
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qDebug() << "Dealing cards";
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QList<PlayingCard*> deck = PlayingCard::createDeck();
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// Randomly shuffle the deck
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@ -60,15 +62,23 @@ void GameState::dealCards()
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void GameState::drawNextCard()
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{
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qDebug() << "Drawing next card.";
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// If drawPile is empty, flip the throwawayPile to drawPile
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if (m_drawPile.isEmpty()) {
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if (m_throwawayPile.isEmpty()) {
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qWarning() << "Drawing a card failed, no more cards to draw from";
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return;
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}
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m_drawPile = m_throwawayPile;
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m_throwawayPile.clear();
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std::reverse(m_drawPile.begin(), m_drawPile.end());
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qDebug() << "> Draw pile empty, flipping throwaway pile";
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}
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// Draw the top card from drawPile, dropping it into throwawayPile
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m_throwawayPile.append(m_drawPile.takeFirst());
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qDebug() << "> Drawn card: " << m_throwawayPile.last()->toString();
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emit drawPileChanged();
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emit throwawayPileChanged();
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@ -85,14 +95,18 @@ bool GameState::moveCardToColumn(int columnId)
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// We'll be moving the last card in the throwaway pile (maybe)
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PlayingCard *cardToMove = m_throwawayPile.last();
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qDebug() << "Attempting to move thrown card " << cardToMove->toString() << " to column " << columnId;
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if (!isMoveToColumnLegal(cardToMove, columnId))
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if (!isMoveToColumnLegal(cardToMove, columnId)) {
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qDebug() << "> Moving aborted, illegal move";
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return false;
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}
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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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qDebug() << "> Moving complete";
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emit throwawayPileChanged();
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emit columnsChanged();
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@ -108,14 +122,18 @@ bool GameState::moveThrownCardToFoundation(PlayingCard::Suit foundationId)
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// We'll be moving the last card in the foundation pile (maybe)
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PlayingCard *cardToMove = m_throwawayPile.last();
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qDebug() << "Attempting to move thrown card " << cardToMove->toString() << " to foundation " << foundationId;
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// Try moving the card into the foundation
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if (!tryMoveCardToFoundation(foundationId, cardToMove))
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if (!tryMoveCardToFoundation(foundationId, cardToMove)) {
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qDebug() << "> Moving aborted, illegal move";
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return false;
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}
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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 throwaway pile.
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m_throwawayPile.removeLast();
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qDebug() << "> Moving complete";
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emit throwawayPileChanged();
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return true;
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@ -132,15 +150,19 @@ bool GameState::moveColumnCardToFoundation(int columnId, PlayingCard::Suit found
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// We'll be moving the last card in the column (maybe)
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PlayingCard *cardToMove = m_columns[columnId].last()->card();
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qDebug() << "Attempting to move card " << cardToMove->toString() << " from column " << columnId << " to foundation " << foundationId;
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// Try moving the card into the foundation
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if (!tryMoveCardToFoundation(foundationId, cardToMove))
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if (!tryMoveCardToFoundation(foundationId, cardToMove)) {
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qDebug() << "> Moving aborted, illegal move";
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return false;
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}
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// We succeeded, the card is now in the appropriate foundation pile,
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// let's remove the column slot.
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m_columns[columnId].removeLast();
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ensureColumnRevealed(columnId);
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qDebug() << "> Moving complete";
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emit columnsChanged();
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return true;
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@ -160,14 +182,18 @@ bool GameState::autoMoveThrownCard()
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// We'll be moving the last card in the foundation pile (maybe)
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PlayingCard *cardToMove = m_throwawayPile.last();
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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 (!tryAutoMoveCard(cardToMove))
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if (!tryAutoMoveCard(cardToMove)) {
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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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// We succeeded, the card is now in the appropriate foundation pile,
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// let's remove the card from the throwaway pile.
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m_throwawayPile.removeLast();
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qDebug() << "> Moving complete";
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emit throwawayPileChanged();
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return true;
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@ -188,14 +214,18 @@ bool GameState::autoMoveColumnCard(int columnId)
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// We'll be moving the last card in the column (maybe)
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PlayingCard *cardToMove = m_columns[columnId].last()->card();
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qDebug() << "Attempting auto-move of column card " << cardToMove->toString();
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if (!tryAutoMoveCard(cardToMove))
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if (!tryAutoMoveCard(cardToMove)) {
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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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// We succeeded, the card is now in the appropriate foundation pile,
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// let's remove the column slot.
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m_columns[columnId].removeLast();
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ensureColumnRevealed(columnId);
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qDebug() << "> Moving complete";
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emit columnsChanged();
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return true;
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@ -227,8 +257,12 @@ bool GameState::tryMoveCardToFoundation(PlayingCard::Suit foundationId, PlayingC
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{
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assert(foundationId >= PlayingCard::Suit::Clubs && foundationId <= PlayingCard::Suit::Spades);
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if (cardToMove->suit() != foundationId)
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qDebug() << "* Trying to move card " << cardToMove->toString() << " to foundation " << foundationId;
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if (cardToMove->suit() != foundationId) {
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qDebug() << "* Move attempt failed (wrong suit)";
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return false;
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}
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PlayingCard::Value requiredValue;
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if (m_foundation[foundationId].isEmpty()) {
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@ -237,18 +271,23 @@ bool GameState::tryMoveCardToFoundation(PlayingCard::Suit foundationId, PlayingC
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} else {
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// Otherwise it's the next card by value, unless we're already at king
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PlayingCard::Value curValue = m_foundation[foundationId].first()->value();
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if (curValue == PlayingCard::Value::King)
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if (curValue == PlayingCard::Value::King) {
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qDebug() << "* Move attempt failed (expected King)";
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return false;
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}
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// Clever trick to get the next value. Note that this relies on the enum having
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// the variants defined in correct order.
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requiredValue = static_cast<PlayingCard::Value>(static_cast<int>(curValue) + 1);
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}
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if (cardToMove->value() != requiredValue)
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if (cardToMove->value() != requiredValue) {
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qDebug() << "* Move attempt failed (expected value: " << requiredValue << ")";
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return false;
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}
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m_foundation[foundationId].push_front(cardToMove);
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qDebug() << "* Moved card " << cardToMove->toString() << " to foundation " << foundationId;
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emit foundationChanged();
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return true;
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@ -258,13 +297,16 @@ bool GameState::tryAutoMoveCard(PlayingCard *cardToMove)
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{
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// 1. Try moving the card to the foundation
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for (PlayingCard::Suit suit : {PlayingCard::Suit::Clubs, PlayingCard::Suit::Diamonds, PlayingCard::Suit::Hearts, PlayingCard::Suit::Spades})
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if (cardToMove->suit() == suit && tryMoveCardToFoundation(suit, cardToMove))
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if (cardToMove->suit() == suit && tryMoveCardToFoundation(suit, cardToMove)) {
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qDebug() << "* Auto-moved card " << cardToMove->toString() << " to foundation " << suit;
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return true;
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}
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// 2. Try moving the card to another column
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for (int columnId = 0; columnId < m_columns.size(); ++columnId)
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if (isMoveToColumnLegal(cardToMove, columnId)) {
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moveCardToColumn(columnId);
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qDebug() << "* Auto-moved card " << cardToMove->toString() << " to column " << columnId;
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return true;
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}
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@ -63,6 +63,11 @@ void PlayingCard::setValue(const PlayingCard::Value &value)
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emit valueChanged();
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}
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QString PlayingCard::toString() const
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{
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return valueString() + " of " + suitString();
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}
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QList<PlayingCard *> PlayingCard::createDeck()
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{
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QList<PlayingCard*> deck;
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@ -53,6 +53,8 @@ public:
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QString valueString() const;
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void setValue(const Value &value);
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QString toString() const;
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static QList<PlayingCard*> createDeck();
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static bool areOppositeColors(const PlayingCard &card1, const PlayingCard &card2);
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