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LibCards+Games: Change name of card type to card suit
Playing cards have a `suit` such as `hearts`/`diamonds`, not a `type`. Make the internal naming consistent with the way playing cards are typically named.
This commit is contained in:
parent
4c5e9f5633
commit
a51fce6c0f
Notes:
sideshowbarker
2024-07-17 18:13:59 +09:00
Author: https://github.com/ldm5180 Commit: https://github.com/SerenityOS/serenity/commit/a51fce6c0f Pull-request: https://github.com/SerenityOS/serenity/pull/13118
9 changed files with 78 additions and 78 deletions
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@ -203,10 +203,10 @@ void Game::setup(String player_name, int hand_number)
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deck.ensure_capacity(Card::card_count * 4);
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for (int i = 0; i < Card::card_count; ++i) {
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deck.append(Card::construct(Card::Type::Clubs, i));
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deck.append(Card::construct(Card::Type::Spades, i));
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deck.append(Card::construct(Card::Type::Hearts, i));
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deck.append(Card::construct(Card::Type::Diamonds, i));
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deck.append(Card::construct(Card::Suit::Clubs, i));
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deck.append(Card::construct(Card::Suit::Spades, i));
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deck.append(Card::construct(Card::Suit::Hearts, i));
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deck.append(Card::construct(Card::Suit::Diamonds, i));
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}
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for (auto& player : m_players) {
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@ -288,7 +288,7 @@ bool Game::other_player_has_lower_value_card(Player& player, Card& card)
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for (auto& other_player : m_players) {
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if (&player != &other_player) {
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for (auto& other_card : other_player.hand) {
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if (other_card && card.type() == other_card->type() && hearts_card_value(*other_card) < hearts_card_value(card))
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if (other_card && card.suit() == other_card->suit() && hearts_card_value(*other_card) < hearts_card_value(card))
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return true;
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}
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}
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@ -301,7 +301,7 @@ bool Game::other_player_has_higher_value_card(Player& player, Card& card)
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for (auto& other_player : m_players) {
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if (&player != &other_player) {
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for (auto& other_card : other_player.hand) {
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if (other_card && card.type() == other_card->type() && hearts_card_value(*other_card) > hearts_card_value(card))
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if (other_card && card.suit() == other_card->suit() && hearts_card_value(*other_card) > hearts_card_value(card))
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return true;
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}
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}
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@ -314,7 +314,7 @@ bool Game::other_player_has_queen_of_spades(Player& player)
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for (auto& other_player : m_players) {
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if (&player != &other_player) {
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for (auto& other_card : other_player.hand) {
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if (other_card && other_card->type() == Card::Type::Spades && hearts_card_value(*other_card) == CardValue::Queen)
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if (other_card && other_card->suit() == Card::Suit::Spades && hearts_card_value(*other_card) == CardValue::Queen)
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return true;
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}
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}
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@ -335,7 +335,7 @@ size_t Game::pick_card(Player& player)
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bool is_first_trick = m_trick_number == 0;
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if (is_leading_player) {
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if (is_first_trick) {
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auto clubs_2 = player.pick_specific_card(Card::Type::Clubs, CardValue::Number_2);
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auto clubs_2 = player.pick_specific_card(Card::Suit::Clubs, CardValue::Number_2);
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VERIFY(clubs_2.has_value());
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return clubs_2.value();
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} else {
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@ -350,15 +350,15 @@ size_t Game::pick_card(Player& player)
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}
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auto* high_card = &m_trick[0];
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for (auto& card : m_trick)
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if (high_card->type() == card.type() && hearts_card_value(card) > hearts_card_value(*high_card))
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if (high_card->suit() == card.suit() && hearts_card_value(card) > hearts_card_value(*high_card))
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high_card = &card;
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if (high_card->type() == Card::Type::Spades && hearts_card_value(*high_card) > CardValue::Queen)
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RETURN_CARD_IF_VALID(player.pick_specific_card(Card::Type::Spades, CardValue::Queen));
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if (high_card->suit() == Card::Suit::Spades && hearts_card_value(*high_card) > CardValue::Queen)
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RETURN_CARD_IF_VALID(player.pick_specific_card(Card::Suit::Spades, CardValue::Queen));
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auto card_has_points = [](Card& card) { return hearts_card_points(card) > 0; };
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auto trick_has_points = m_trick.first_matching(card_has_points).has_value();
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bool is_trailing_player = m_trick.size() == 3;
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if (!trick_has_points && is_trailing_player) {
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RETURN_CARD_IF_VALID(player.pick_low_points_high_value_card(m_trick[0].type()));
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RETURN_CARD_IF_VALID(player.pick_low_points_high_value_card(m_trick[0].suit()));
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if (is_first_trick)
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return player.pick_low_points_high_value_card().value();
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else {
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@ -376,8 +376,8 @@ size_t Game::pick_card(Player& player)
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if (is_third_player && !trick_has_points) {
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play_highest_value_card = true;
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if (high_card->type() == Card::Type::Spades && other_player_has_queen_of_spades(player)) {
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Optional<size_t> chosen_card_index = player.pick_low_points_high_value_card(high_card->type());
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if (high_card->suit() == Card::Suit::Spades && other_player_has_queen_of_spades(player)) {
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Optional<size_t> chosen_card_index = player.pick_low_points_high_value_card(high_card->suit());
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if (chosen_card_index.has_value()) {
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auto& card = player.hand[chosen_card_index.value()];
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if (hearts_card_value(*card) > CardValue::Queen)
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@ -386,7 +386,7 @@ size_t Game::pick_card(Player& player)
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}
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}
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if (play_highest_value_card)
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RETURN_CARD_IF_VALID(player.pick_low_points_high_value_card(high_card->type()));
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RETURN_CARD_IF_VALID(player.pick_low_points_high_value_card(high_card->suit()));
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else
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RETURN_CARD_IF_VALID(player.pick_slightly_higher_value_card(*high_card));
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if (is_first_trick)
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@ -518,7 +518,7 @@ void Game::advance_game()
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// Find whoever has 2 of Clubs, they get to play the first card
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for (auto& player : m_players) {
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auto clubs_2_card = player.hand.first_matching([](auto& card) {
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return card->type() == Card::Type::Clubs && hearts_card_value(*card) == CardValue::Number_2;
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return card->suit() == Card::Suit::Clubs && hearts_card_value(*card) == CardValue::Number_2;
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});
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if (clubs_2_card.has_value()) {
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m_leading_player = &player;
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@ -533,11 +533,11 @@ void Game::advance_game()
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return;
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}
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auto leading_card_type = m_trick[0].type();
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auto leading_card_suit = m_trick[0].suit();
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size_t taker_index = 0;
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auto taker_value = hearts_card_value(m_trick[0]);
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for (size_t i = 1; i < 4; i++) {
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if (m_trick[i].type() != leading_card_type)
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if (m_trick[i].suit() != leading_card_suit)
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continue;
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if (hearts_card_value(m_trick[i]) <= taker_value)
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continue;
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@ -632,7 +632,7 @@ bool Game::is_valid_play(Player& player, Card& card, String* explanation) const
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if (m_trick_number == 0 && m_trick.is_empty()) {
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if (explanation)
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*explanation = "The first card must be Two of Clubs.";
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return card.type() == Card::Type::Clubs && hearts_card_value(card) == CardValue::Number_2;
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return card.suit() == Card::Suit::Clubs && hearts_card_value(card) == CardValue::Number_2;
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}
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// Can't play hearts or The Queen in the first trick.
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@ -646,7 +646,7 @@ bool Game::is_valid_play(Player& player, Card& card, String* explanation) const
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}
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// ... unless the player only has points cards (e.g. all Hearts or
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// 12 Hearts + Queen of Spades), in which case they're allowed to play Hearts.
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if (all_points_cards && card.type() == Card::Type::Hearts)
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if (all_points_cards && card.suit() == Card::Suit::Hearts)
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return true;
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if (explanation)
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*explanation = "You can't play a card worth points in the first trick.";
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@ -656,10 +656,10 @@ bool Game::is_valid_play(Player& player, Card& card, String* explanation) const
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// Leading card can't be hearts until hearts are broken
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// unless the player only has hearts cards.
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if (m_trick.is_empty()) {
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if (are_hearts_broken() || card.type() != Card::Type::Hearts)
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if (are_hearts_broken() || card.suit() != Card::Suit::Hearts)
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return true;
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auto non_hearts_card = player.hand.first_matching([](auto const& other_card) {
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return !other_card.is_null() && other_card->type() != Card::Type::Hearts;
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return !other_card.is_null() && other_card->suit() != Card::Suit::Hearts;
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});
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auto only_has_hearts = !non_hearts_card.has_value();
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if (!only_has_hearts && explanation)
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@ -668,10 +668,10 @@ bool Game::is_valid_play(Player& player, Card& card, String* explanation) const
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}
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// Player must follow suit unless they don't have any matching cards.
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auto leading_card_type = m_trick[0].type();
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if (leading_card_type == card.type())
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auto leading_card_suit = m_trick[0].suit();
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if (leading_card_suit == card.suit())
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return true;
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auto has_matching_card = player.has_card_of_type(leading_card_type);
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auto has_matching_card = player.has_card_of_suit(leading_card_suit);
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if (has_matching_card && explanation)
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*explanation = "You must follow suit.";
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return !has_matching_card;
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@ -681,7 +681,7 @@ bool Game::are_hearts_broken() const
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{
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for (auto& player : m_players)
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for (auto& card : player.cards_taken)
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if (card->type() == Card::Type::Hearts)
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if (card->suit() == Card::Suit::Hearts)
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return true;
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return false;
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}
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@ -750,9 +750,9 @@ int Game::calculate_score(Player& player)
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for (auto& other_player : m_players) {
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int score = 0;
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for (auto& card : other_player.cards_taken)
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if (card->type() == Card::Type::Spades && card->value() == 11)
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if (card->suit() == Card::Suit::Spades && card->value() == 11)
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score += 13;
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else if (card->type() == Card::Type::Hearts)
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else if (card->suit() == Card::Suit::Hearts)
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score++;
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if (!min_score.has_value() || score < min_score.value())
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min_score = score;
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@ -39,9 +39,9 @@ inline CardValue hearts_card_value(Card const& card)
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inline uint8_t hearts_card_points(Card const& card)
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{
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if (card.type() == Card::Type::Hearts)
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if (card.suit() == Card::Suit::Hearts)
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return 1;
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else if (card.type() == Card::Type::Spades && hearts_card_value(card) == CardValue::Queen)
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else if (card.suit() == Card::Suit::Spades && hearts_card_value(card) == CardValue::Queen)
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return 13;
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else
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return 0;
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@ -49,8 +49,8 @@ inline uint8_t hearts_card_points(Card const& card)
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inline bool hearts_card_less(RefPtr<Card>& card1, RefPtr<Card>& card2)
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{
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if (card1->type() != card2->type())
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return card1->type() < card2->type();
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if (card1->suit() != card2->suit())
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return card1->suit() < card2->suit();
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else
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return hearts_card_value(*card1) < hearts_card_value(*card2);
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}
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@ -71,13 +71,13 @@ size_t Player::pick_lead_card(Function<bool(Card&)> valid_play, Function<bool(Ca
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return last_index;
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}
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Optional<size_t> Player::pick_low_points_high_value_card(Optional<Card::Type> type)
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Optional<size_t> Player::pick_low_points_high_value_card(Optional<Card::Suit> suit)
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{
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auto sorted_hand = hand_sorted_by_fn(compare_card_value);
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int min_points = -1;
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Optional<size_t> card_index;
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for (auto& cwi : sorted_hand) {
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if (type.has_value() && cwi.card->type() != type.value())
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if (suit.has_value() && cwi.card->suit() != suit.value())
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continue;
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auto points = hearts_card_points(*cwi.card);
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if (min_points == -1 || points < min_points) {
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@ -85,7 +85,7 @@ Optional<size_t> Player::pick_low_points_high_value_card(Optional<Card::Type> ty
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card_index = cwi.index;
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}
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}
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VERIFY(card_index.has_value() || type.has_value());
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VERIFY(card_index.has_value() || suit.has_value());
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return card_index;
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}
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@ -95,7 +95,7 @@ Optional<size_t> Player::pick_lower_value_card(Card& other_card)
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auto& card = hand[i];
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if (card.is_null())
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continue;
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if (card->type() == other_card.type() && hearts_card_value(*card) < hearts_card_value(other_card))
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if (card->suit() == other_card.suit() && hearts_card_value(*card) < hearts_card_value(other_card))
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return i;
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}
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return {};
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@ -107,7 +107,7 @@ Optional<size_t> Player::pick_slightly_higher_value_card(Card& other_card)
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auto& card = hand[i];
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if (card.is_null())
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continue;
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if (card->type() == other_card.type() && hearts_card_value(*card) > hearts_card_value(other_card))
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if (card->suit() == other_card.suit() && hearts_card_value(*card) > hearts_card_value(other_card))
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return i;
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}
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return {};
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@ -115,10 +115,10 @@ Optional<size_t> Player::pick_slightly_higher_value_card(Card& other_card)
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size_t Player::pick_max_points_card(Function<bool(Card&)> ignore_card)
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{
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auto queen_of_spades_maybe = pick_specific_card(Card::Type::Spades, CardValue::Queen);
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auto queen_of_spades_maybe = pick_specific_card(Card::Suit::Spades, CardValue::Queen);
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if (queen_of_spades_maybe.has_value())
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return queen_of_spades_maybe.value();
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if (has_card_of_type(Card::Type::Hearts)) {
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if (has_card_of_suit(Card::Suit::Hearts)) {
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auto highest_hearts_card_index = pick_last_card();
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auto& card = hand[highest_hearts_card_index];
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if (!ignore_card(*card))
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@ -127,13 +127,13 @@ size_t Player::pick_max_points_card(Function<bool(Card&)> ignore_card)
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return pick_low_points_high_value_card().value();
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}
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Optional<size_t> Player::pick_specific_card(Card::Type type, CardValue value)
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Optional<size_t> Player::pick_specific_card(Card::Suit suit, CardValue value)
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{
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for (size_t i = 0; i < hand.size(); i++) {
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auto& card = hand[i];
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if (card.is_null())
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continue;
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if (card->type() == type && hearts_card_value(*card) == value)
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if (card->suit() == suit && hearts_card_value(*card) == value)
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return i;
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}
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return {};
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@ -150,10 +150,10 @@ size_t Player::pick_last_card()
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VERIFY_NOT_REACHED();
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}
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bool Player::has_card_of_type(Card::Type type)
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bool Player::has_card_of_suit(Card::Suit suit)
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{
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auto matching_card = hand.first_matching([&](auto const& other_card) {
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return !other_card.is_null() && other_card->type() == type;
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return !other_card.is_null() && other_card->suit() == suit;
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});
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return matching_card.has_value();
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}
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@ -35,13 +35,13 @@ public:
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NonnullRefPtrVector<Card> pick_cards_to_pass(PassingDirection);
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size_t pick_lead_card(Function<bool(Card&)>, Function<bool(Card&)>);
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Optional<size_t> pick_low_points_high_value_card(Optional<Card::Type> type = {});
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Optional<size_t> pick_low_points_high_value_card(Optional<Card::Suit> suit = {});
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Optional<size_t> pick_lower_value_card(Card& other_card);
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Optional<size_t> pick_slightly_higher_value_card(Card& other_card);
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size_t pick_max_points_card(Function<bool(Card&)>);
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Optional<size_t> pick_specific_card(Card::Type type, CardValue value);
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Optional<size_t> pick_specific_card(Card::Suit suit, CardValue value);
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size_t pick_last_card();
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bool has_card_of_type(Card::Type type);
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bool has_card_of_suit(Card::Suit suit);
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Vector<CardWithIndex> hand_sorted_by_fn(bool (*)(CardWithIndex&, CardWithIndex&)) const;
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void sort_hand() { quick_sort(hand, hearts_card_less); }
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@ -90,7 +90,7 @@ void Game::timer_event(Core::TimerEvent&)
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void Game::create_new_animation_card()
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{
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auto card = Card::construct(static_cast<Card::Type>(get_random_uniform(to_underlying(Card::Type::__Count))), get_random_uniform(Card::card_count));
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auto card = Card::construct(static_cast<Card::Suit>(get_random_uniform(to_underlying(Card::Suit::__Count))), get_random_uniform(Card::card_count));
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card->set_position({ get_random_uniform(Game::width - Card::width), get_random_uniform(Game::height / 8) });
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int x_sgn = card->position().x() > (Game::width / 2) ? -1 : 1;
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@ -163,10 +163,10 @@ void Game::setup(Mode mode)
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on_undo_availability_change(false);
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for (int i = 0; i < Card::card_count; ++i) {
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m_new_deck.append(Card::construct(Card::Type::Clubs, i));
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m_new_deck.append(Card::construct(Card::Type::Spades, i));
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m_new_deck.append(Card::construct(Card::Type::Hearts, i));
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m_new_deck.append(Card::construct(Card::Type::Diamonds, i));
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m_new_deck.append(Card::construct(Card::Suit::Clubs, i));
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m_new_deck.append(Card::construct(Card::Suit::Spades, i));
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m_new_deck.append(Card::construct(Card::Suit::Hearts, i));
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m_new_deck.append(Card::construct(Card::Suit::Diamonds, i));
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}
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for (uint8_t i = 0; i < 200; ++i)
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@ -55,13 +55,13 @@ void Game::setup(Mode mode)
|
|||
switch (m_mode) {
|
||||
case Mode::SingleSuit:
|
||||
for (int j = 0; j < 8; j++) {
|
||||
deck.append(Card::construct(Card::Type::Spades, i));
|
||||
deck.append(Card::construct(Card::Suit::Spades, i));
|
||||
}
|
||||
break;
|
||||
case Mode::TwoSuit:
|
||||
for (int j = 0; j < 4; j++) {
|
||||
deck.append(Card::construct(Card::Type::Spades, i));
|
||||
deck.append(Card::construct(Card::Type::Hearts, i));
|
||||
deck.append(Card::construct(Card::Suit::Spades, i));
|
||||
deck.append(Card::construct(Card::Suit::Hearts, i));
|
||||
}
|
||||
break;
|
||||
default:
|
||||
|
|
|
@ -67,10 +67,10 @@ static constexpr Gfx::CharacterBitmap s_club {
|
|||
static RefPtr<Gfx::Bitmap> s_background;
|
||||
static RefPtr<Gfx::Bitmap> s_background_inverted;
|
||||
|
||||
Card::Card(Type type, uint8_t value)
|
||||
Card::Card(Suit suit, uint8_t value)
|
||||
: m_rect(Gfx::IntRect({}, { width, height }))
|
||||
, m_front(Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, { width, height }).release_value_but_fixme_should_propagate_errors())
|
||||
, m_type(type)
|
||||
, m_suit(suit)
|
||||
, m_value(value)
|
||||
{
|
||||
VERIFY(value < card_count);
|
||||
|
@ -111,15 +111,15 @@ Card::Card(Type type, uint8_t value)
|
|||
painter.draw_text(text_rect, label, font, Gfx::TextAlignment::Center, color());
|
||||
|
||||
auto const& symbol = [&]() -> Gfx::CharacterBitmap const& {
|
||||
switch (m_type) {
|
||||
case Type::Diamonds:
|
||||
switch (m_suit) {
|
||||
case Suit::Diamonds:
|
||||
return s_diamond;
|
||||
case Type::Clubs:
|
||||
case Suit::Clubs:
|
||||
return s_club;
|
||||
break;
|
||||
case Type::Spades:
|
||||
case Suit::Spades:
|
||||
return s_spade;
|
||||
case Type::Hearts:
|
||||
case Suit::Hearts:
|
||||
return s_heart;
|
||||
default:
|
||||
VERIFY_NOT_REACHED();
|
||||
|
|
|
@ -29,7 +29,7 @@ public:
|
|||
"A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"
|
||||
};
|
||||
|
||||
enum class Type {
|
||||
enum class Suit {
|
||||
Clubs,
|
||||
Diamonds,
|
||||
Spades,
|
||||
|
@ -43,13 +43,13 @@ public:
|
|||
Gfx::IntPoint position() const { return m_rect.location(); }
|
||||
const Gfx::IntPoint& old_position() const { return m_old_position; }
|
||||
uint8_t value() const { return m_value; };
|
||||
Type type() const { return m_type; }
|
||||
Suit suit() const { return m_suit; }
|
||||
|
||||
bool is_old_position_valid() const { return m_old_position_valid; }
|
||||
bool is_moving() const { return m_moving; }
|
||||
bool is_upside_down() const { return m_upside_down; }
|
||||
bool is_inverted() const { return m_inverted; }
|
||||
Gfx::Color color() const { return (m_type == Type::Diamonds || m_type == Type::Hearts) ? Color::Red : Color::Black; }
|
||||
Gfx::Color color() const { return (m_suit == Suit::Diamonds || m_suit == Suit::Hearts) ? Color::Red : Color::Black; }
|
||||
|
||||
void set_position(const Gfx::IntPoint p) { m_rect.set_location(p); }
|
||||
void set_moving(bool moving) { m_moving = moving; }
|
||||
|
@ -63,7 +63,7 @@ public:
|
|||
void clear_and_draw(GUI::Painter&, const Color& background_color);
|
||||
|
||||
private:
|
||||
Card(Type type, uint8_t value);
|
||||
Card(Suit suit, uint8_t value);
|
||||
|
||||
static NonnullRefPtr<Gfx::Bitmap> invert_bitmap(Gfx::Bitmap&);
|
||||
|
||||
|
@ -71,7 +71,7 @@ private:
|
|||
NonnullRefPtr<Gfx::Bitmap> m_front;
|
||||
RefPtr<Gfx::Bitmap> m_front_inverted;
|
||||
Gfx::IntPoint m_old_position;
|
||||
Type m_type;
|
||||
Suit m_suit;
|
||||
uint8_t m_value;
|
||||
bool m_old_position_valid { false };
|
||||
bool m_moving { false };
|
||||
|
@ -85,25 +85,25 @@ template<>
|
|||
struct AK::Formatter<Cards::Card> : Formatter<FormatString> {
|
||||
ErrorOr<void> format(FormatBuilder& builder, Cards::Card const& card)
|
||||
{
|
||||
StringView type;
|
||||
StringView suit;
|
||||
|
||||
switch (card.type()) {
|
||||
case Cards::Card::Type::Clubs:
|
||||
type = "C"sv;
|
||||
switch (card.suit()) {
|
||||
case Cards::Card::Suit::Clubs:
|
||||
suit = "C"sv;
|
||||
break;
|
||||
case Cards::Card::Type::Diamonds:
|
||||
type = "D"sv;
|
||||
case Cards::Card::Suit::Diamonds:
|
||||
suit = "D"sv;
|
||||
break;
|
||||
case Cards::Card::Type::Hearts:
|
||||
type = "H"sv;
|
||||
case Cards::Card::Suit::Hearts:
|
||||
suit = "H"sv;
|
||||
break;
|
||||
case Cards::Card::Type::Spades:
|
||||
type = "S"sv;
|
||||
case Cards::Card::Suit::Spades:
|
||||
suit = "S"sv;
|
||||
break;
|
||||
default:
|
||||
VERIFY_NOT_REACHED();
|
||||
}
|
||||
|
||||
return Formatter<FormatString>::format(builder, "{:>2}{}", Cards::Card::labels[card.value()], type);
|
||||
return Formatter<FormatString>::format(builder, "{:>2}{}", Cards::Card::labels[card.value()], suit);
|
||||
}
|
||||
};
|
||||
|
|
|
@ -212,7 +212,7 @@ bool CardStack::is_allowed_to_push(const Card& card, size_t stack_size, Movement
|
|||
// Prevent player from dragging an entire stack of cards to the foundation stack
|
||||
if (stack_size > 1)
|
||||
return false;
|
||||
return top_card.type() == card.type() && m_stack.size() == card.value();
|
||||
return top_card.suit() == card.suit() && m_stack.size() == card.value();
|
||||
} else if (m_type == Type::Normal) {
|
||||
bool color_match;
|
||||
switch (movement_rule) {
|
||||
|
|
Loading…
Reference in a new issue