solitare/gamestate.cpp

205 lines
5.6 KiB
C++

#include "gamestate.h"
#include <random>
GameState::GameState(QObject *parent)
: QObject{parent}
{
// Initialize the foundation piles (4 suits)
for (int i = 0; i < 4; ++i) {
m_foundation.append(QList<PlayingCard*>());
}
// Initialize the columns (7 piles)
for (int i = 0; i < 7; ++i) {
m_columns.append(QList<PlayingCard*>());
}
}
void GameState::dealCards()
{
QList<PlayingCard*> 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++) {
// Deal exactly i+1 cards to the i-th column
m_columns[i] = deck.mid(index, i + 1);
index += i + 1;
}
// 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;
m_columns[columnId].append(cardToMove);
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();
// 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;
m_columns[columnId].append(cardToMove);
m_throwawayPile.removeLast();
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();
// 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 column.
m_columns[columnId].removeFirst();
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<PlayingCard::Value>(static_cast<int>(curValue) + 1);
}
if (cardToMove->value() != requiredValue)
return false;
m_foundation[foundationId].push_front(cardToMove);
emit onFoundationChanged();
return true;
}
QList<PlayingCard *> GameState::drawPile() const
{
return m_drawPile;
}
QList<PlayingCard *> GameState::throwawayPile() const
{
return m_throwawayPile;
}
QList<QList<PlayingCard *> > GameState::columns() const
{
return m_columns;
}
QList<QList<PlayingCard *> > GameState::foundation() const
{
return m_foundation;
}