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8a48246ed1
This class had slightly confusing semantics and the added weirdness doesn't seem worth it just so we can say "." instead of "->" when iterating over a vector of NNRPs. This patch replaces NonnullRefPtrVector<T> with Vector<NNRP<T>>.
117 lines
3.4 KiB
C++
117 lines
3.4 KiB
C++
/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
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* Copyright (c) 2022, the SerenityOS developers.
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* Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include "Player.h"
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#include <LibCards/Card.h>
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#include <LibCards/CardGame.h>
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#include <LibCore/Timer.h>
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using Cards::Card;
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namespace Hearts {
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class Game final : public Cards::CardGame {
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C_OBJECT(Game)
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public:
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static constexpr int width = 640;
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static constexpr int height = 480;
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virtual ~Game() override = default;
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void setup(DeprecatedString player_name, int hand_number = 0);
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Function<void(DeprecatedString const&)> on_status_change;
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private:
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Game();
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void reset();
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void show_score_card(bool game_over);
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void dump_state() const;
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void play_card(Player& player, size_t card_index);
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bool are_hearts_broken() const;
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bool is_valid_play(Player& player, Card& card, DeprecatedString* explanation = nullptr) const;
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void let_player_play_card();
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void continue_game_after_delay(int interval_ms = 750);
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void advance_game();
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size_t pick_card(Player& player);
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size_t pick_first_card_ltr(Player& player);
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size_t player_index(Player& player);
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Player& current_player();
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bool game_ended() const { return m_trick_number == 13; }
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int calculate_score(Player& player);
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bool other_player_has_lower_value_card(Player& player, Card& card);
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bool other_player_has_higher_value_card(Player& player, Card& card);
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bool other_player_has_queen_of_spades(Player& player);
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void reposition_hand(Player&);
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bool is_card_highlighted(Card& card);
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void clear_highlighted_cards();
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void highlight_card(Card& card);
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void unhighlight_card(Card& card);
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void select_cards_for_passing();
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void pass_cards();
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PassingDirection passing_direction() const;
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void start_animation(Vector<NonnullRefPtr<Card>> cards, Gfx::IntPoint end, Function<void()> did_finish_callback, int initial_delay_ms, int steps = 30);
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void stop_animation();
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virtual void paint_event(GUI::PaintEvent&) override;
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virtual void mouseup_event(GUI::MouseEvent&) override;
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virtual void keydown_event(GUI::KeyEvent&) override;
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virtual void timer_event(Core::TimerEvent&) override;
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void card_clicked(size_t card_index, Card& card);
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void card_clicked_during_passing(size_t card_index, Card& card);
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void card_clicked_during_play(size_t card_index, Card& card);
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RefPtr<GUI::Button> m_passing_button;
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enum class State {
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PassingSelect,
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PassingSelectConfirmed,
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PassingAccept,
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Play,
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GameEnded,
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};
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State m_state { State::PassingSelect };
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int m_hand_number { 0 };
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HashTable<NonnullRefPtr<Card>> m_cards_highlighted;
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Player m_players[4];
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Vector<NonnullRefPtr<Card>> m_trick;
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Player* m_leading_player { nullptr };
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u8 m_trick_number { 0 };
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RefPtr<Core::Timer> m_delay_timer;
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bool m_human_can_play { false };
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struct AnimatedCard {
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NonnullRefPtr<Card> card;
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Gfx::IntPoint start;
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};
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RefPtr<Core::Timer> m_animation_delay_timer;
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bool m_animation_playing { false };
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Vector<AnimatedCard> m_animation_cards;
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Gfx::IntPoint m_animation_end;
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int m_animation_current_step { 0 };
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int m_animation_steps { 0 };
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OwnPtr<Function<void()>> m_animation_did_finish;
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RefPtr<Card> m_inverted_card;
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};
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}
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