#include "gamestate.h" #include #include GameState::GameState(QObject *parent) : QObject{parent} { // Initialize the foundation piles (4 suits) for (int i = 0; i < 4; ++i) { m_foundation.append(QList()); } // Initialize the columns (7 piles) for (int i = 0; i < 7; ++i) { m_columns.append(QList()); } } void GameState::dealCards() { QList deck = PlayingCard::createDeck(); // Randomly shuffle the deck std::random_device rd; std::default_random_engine rng(rd()); std::shuffle(deck.begin(), deck.end(), rng); // Deal the cards into the columns int index = 0; for (int i = 0; i < 7; i++) { QList column; // Deal exactly i+1 cards to the i-th column for (int j = 0; j <= i; j++) { bool revealed = (j == i); ColumnSlot *col = new ColumnSlot(deck[index], revealed); column.append(col); index++; } m_columns[i] = column; } // Use the remaining cards as the draw pile m_drawPile = deck.mid(index); // Reset the foundation & throwaway pile m_foundation.clear(); m_throwawayPile.clear(); emit onDrawPileChanged(); emit onThrowawayPileChanged(); emit onColumnsChanged(); emit onFoundationChanged(); } void GameState::drawNextCard() { // If drawPile is empty, flip the throwawayPile to drawPile if (m_drawPile.isEmpty()) { m_drawPile = m_throwawayPile; m_throwawayPile.clear(); std::reverse(m_drawPile.begin(), m_drawPile.end()); } // Draw the top card from drawPile, dropping it into throwawayPile m_throwawayPile.append(m_drawPile.takeFirst()); emit onDrawPileChanged(); emit onThrowawayPileChanged(); } bool GameState::moveCardToColumn(int columnId) { assert(columnId >= 0 && columnId < 7); if (m_throwawayPile.isEmpty()) { // Consider raising an exception here instead return false; } // We'll be moving the last card in the throwaway pile (maybe) PlayingCard *cardToMove = m_throwawayPile.last(); if (m_columns[columnId].isEmpty()) { // If the column is empty, we can only place a king if (cardToMove->value() != PlayingCard::Value::King) return false; ColumnSlot *col = new ColumnSlot(cardToMove, true); m_columns[columnId].append(col); m_throwawayPile.removeLast(); emit onThrowawayPileChanged(); emit onColumnsChanged(); return true; } // We'll be comparing this card against the last card in the column PlayingCard* columnCard = m_columns[columnId].last()->card(); // This card's value must be one less than the card in the column if (cardToMove->value() != columnCard->value() - 1) return false; // This card must be of opposite color if (!PlayingCard::areOppositeColors(*cardToMove, *columnCard)) return false; ColumnSlot *col = new ColumnSlot(cardToMove, true); m_columns[columnId].append(col); m_throwawayPile.removeLast(); ensureColumnRevealed(columnId); emit onThrowawayPileChanged(); emit onColumnsChanged(); return true; } bool GameState::moveThrownCardToFoundation(PlayingCard::Suit foundationId) { if (m_throwawayPile.isEmpty()) { // Consider raising an exception here instead return false; } // We'll be moving the last card in the foundation pile (maybe) PlayingCard *cardToMove = m_throwawayPile.last(); // Try moving the card into the foundation if (!tryMoveCardToFoundation(foundationId, cardToMove)) 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(); emit onThrowawayPileChanged(); return true; } bool GameState::moveColumnCardToFoundation(int columnId, PlayingCard::Suit foundationId) { assert(columnId >= 0 && columnId < 7); if (m_columns[columnId].isEmpty()) { // Consider raising an exception here instead return false; } // We'll be moving the top card in the column (maybe) PlayingCard *cardToMove = m_columns[columnId].first()->card(); // Try moving the card into the foundation if (!tryMoveCardToFoundation(foundationId, cardToMove)) return false; // We succeeded, the card is now in the appropriate foundation pile, // let's remove the column slot. m_columns[columnId].removeFirst(); ensureColumnRevealed(columnId); emit onColumnsChanged(); return true; } bool GameState::tryMoveCardToFoundation(PlayingCard::Suit foundationId, PlayingCard* cardToMove) { assert(foundationId >= PlayingCard::Suit::Clubs && foundationId < PlayingCard::Suit::Spades); if (cardToMove->suit() != foundationId) return false; PlayingCard::Value requiredValue; if (m_foundation[foundationId].isEmpty()) { // If the pile is empty, only an ace can go in requiredValue = PlayingCard::Value::Ace; } 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) 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(static_cast(curValue) + 1); } if (cardToMove->value() != requiredValue) return false; m_foundation[foundationId].push_front(cardToMove); emit onFoundationChanged(); return true; } void GameState::ensureColumnRevealed(int columnId) { assert(columnId >= 0 && columnId < 7); // Nothing to reveal if (m_columns[columnId].isEmpty()) return; // Get the top column slot ColumnSlot *col = m_columns[columnId].first(); // If it's already revealed, there's nothing to do if (col->isRevealed()) return; // First slot in the column must always be revealed, reveal it col->reveal(); } QList GameState::drawPile() const { return m_drawPile; } QList GameState::throwawayPile() const { return m_throwawayPile; } QList > GameState::columns() const { return m_columns; } QList > GameState::foundation() const { return m_foundation; }