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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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