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https://github.com/RGBCube/serenity
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Solitaire: Ability to automatically solve the end of the game
In Solitaire, when the stock stack is empty and all cards have been revealed, finishing the game is trivial, since you only need to sort the already visible cards onto the foundation stacks. To simplify this, the game will now give you the option to finish the game automatically if these conditions are met. It then sorts the cards with a delay of 100ms between each card.
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4 changed files with 108 additions and 2 deletions
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@ -2,6 +2,7 @@
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* Copyright (c) 2021-2023, Sam Atkins <atkinssj@serenityos.org>
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* Copyright (c) 2022, the SerenityOS developers.
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* Copyright (c) 2023, David Ganz <david.g.ganz@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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@ -16,6 +17,7 @@ namespace Solitaire {
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static constexpr uint8_t new_game_animation_delay = 2;
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static constexpr int s_timer_interval_ms = 1000 / 60;
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static constexpr int s_timer_solving_interval_ms = 100;
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ErrorOr<NonnullRefPtr<Game>> Game::try_create()
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{
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@ -100,6 +102,10 @@ void Game::timer_event(Core::TimerEvent&)
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}
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break;
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}
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case State::Solving: {
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step_solve();
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break;
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}
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default:
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break;
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}
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@ -270,10 +276,16 @@ void Game::mousedown_event(GUI::MouseEvent& event)
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start_timer_if_necessary();
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update(top_card.rect());
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remember_flip_for_undo(top_card);
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if (on_move)
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on_move();
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}
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} else if (!is_moving_cards()) {
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if (is_auto_collecting() && attempt_to_move_card_to_foundations(to_check))
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if (is_auto_collecting() && attempt_to_move_card_to_foundations(to_check)) {
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if (on_move)
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on_move();
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break;
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}
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if (event.button() == GUI::MouseButton::Secondary) {
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preview_card(to_check, click_location);
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@ -316,6 +328,9 @@ void Game::mouseup_event(GUI::MouseEvent& event)
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score_move(*moving_cards_source_stack(), stack);
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rebound = false;
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if (on_move)
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on_move();
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}
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if (rebound) {
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@ -400,6 +415,8 @@ void Game::check_for_game_over()
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return;
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}
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if (has_timer())
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stop_timer();
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start_game_over_animation();
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}
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@ -662,6 +679,50 @@ void Game::perform_undo()
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invalidate_layout();
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}
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bool Game::can_solve()
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{
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if (m_state != State::GameInProgress)
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return false;
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for (auto const& stack : stacks()) {
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switch (stack->type()) {
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case Cards::CardStack::Type::Waste:
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case Cards::CardStack::Type::Stock:
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if (!stack->is_empty())
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return false;
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break;
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case Cards::CardStack::Type::Normal:
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if (!stack->is_empty() && stack->stack().first()->is_upside_down())
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return false;
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break;
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default:
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break;
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}
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}
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return true;
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}
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void Game::start_solving()
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{
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if (!can_solve())
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return;
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m_state = State::Solving;
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start_timer(s_timer_solving_interval_ms);
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}
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void Game::step_solve()
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{
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for (auto& stack : stacks()) {
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if (stack->type() != Cards::CardStack::Type::Normal)
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continue;
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if (attempt_to_move_card_to_foundations(stack))
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break;
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}
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}
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void Game::clear_hovered_stack()
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{
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if (!m_hovered_stack)
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@ -2,6 +2,7 @@
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* Copyright (c) 2021-2023, Sam Atkins <atkinssj@serenityos.org>
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* Copyright (c) 2022, the SerenityOS developers.
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* Copyright (c) 2023, David Ganz <david.g.ganz@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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@ -45,10 +46,14 @@ public:
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bool is_auto_collecting() const { return m_auto_collect; }
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void set_auto_collect(bool collect) { m_auto_collect = collect; }
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bool can_solve();
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void start_solving();
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Function<void(uint32_t)> on_score_update;
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Function<void()> on_game_start;
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Function<void(GameOverReason, uint32_t)> on_game_end;
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Function<void(bool)> on_undo_availability_change;
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Function<void()> on_move;
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private:
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Game();
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@ -188,6 +193,7 @@ private:
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void check_for_game_over();
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void clear_hovered_stack();
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void deal_next_card();
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void step_solve();
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virtual void paint_event(GUI::PaintEvent&) override;
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virtual void mousedown_event(GUI::MouseEvent&) override;
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@ -211,6 +217,7 @@ private:
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GameInProgress,
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StartGameOverAnimationNextFrame,
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GameOverAnimation,
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Solving,
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};
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State m_state { State::WaitingForNewGame };
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@ -7,6 +7,25 @@
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fill_with_background_color: true
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}
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@GUI::Frame {
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name: "game_action_bar"
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fill_with_background_color: true
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fixed_height: 32
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layout: @GUI::HorizontalBoxLayout {
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margins: [3]
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}
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@GUI::Layout::Spacer {}
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@GUI::Button {
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name: "solve_button"
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text: "Solve"
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fixed_width: 80
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}
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@GUI::Layout::Spacer {}
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}
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@GUI::Statusbar {
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name: "statusbar"
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segment_count: 3
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@ -2,6 +2,7 @@
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* Copyright (c) 2021, the SerenityOS developers.
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* Copyright (c) 2022-2023, Sam Atkins <atkinssj@serenityos.org>
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* Copyright (c) 2023, David Ganz <david.g.ganz@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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@ -90,6 +91,16 @@ ErrorOr<int> serenity_main(Main::Arguments arguments)
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auto& game = *widget->find_descendant_of_type_named<Solitaire::Game>("game");
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game.set_focus(true);
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auto& action_bar = *widget->find_descendant_of_type_named<GUI::Widget>("game_action_bar");
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action_bar.set_background_color(game.background_color());
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action_bar.set_visible(false);
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auto& solve_button = *action_bar.find_descendant_of_type_named<GUI::Button>("solve_button");
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solve_button.on_click = [&](auto) {
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game.start_solving();
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solve_button.set_enabled(false);
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};
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auto& statusbar = *widget->find_descendant_of_type_named<GUI::Statusbar>("statusbar");
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statusbar.set_text(0, "Score: 0"_string);
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statusbar.set_text(1, TRY(String::formatted("High Score: {}", high_score())));
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@ -115,14 +126,22 @@ ErrorOr<int> serenity_main(Main::Arguments arguments)
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}));
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game.on_game_start = [&]() {
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solve_button.set_enabled(false);
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action_bar.set_visible(false);
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seconds_elapsed = 0;
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timer->start();
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statusbar.set_text(2, "Time: 00:00"_string);
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};
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game.on_move = [&]() {
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solve_button.set_enabled(true);
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action_bar.set_visible(game.can_solve());
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};
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game.on_game_end = [&](Solitaire::GameOverReason reason, uint32_t score) {
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if (timer->is_active())
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timer->stop();
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solve_button.set_enabled(false);
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if (reason == Solitaire::GameOverReason::Victory) {
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if (seconds_elapsed >= 30) {
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uint32_t bonus = (20'000 / seconds_elapsed) * 35;
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@ -228,7 +247,7 @@ ErrorOr<int> serenity_main(Main::Arguments arguments)
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help_menu->add_action(GUI::CommonActions::make_about_action("Solitaire"_string, app_icon, window));
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window->set_resizable(false);
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window->resize(Solitaire::Game::width, Solitaire::Game::height + statusbar.max_height().as_int());
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window->resize(Solitaire::Game::width, Solitaire::Game::height + statusbar.max_height().as_int() + action_bar.height());
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window->set_icon(app_icon.bitmap_for_size(16));
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window->show();
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