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					 4 changed files with 248 additions and 5 deletions
				
			
		|  | @ -9,6 +9,7 @@ | |||
| #include "Helpers.h" | ||||
| #include <AK/Debug.h> | ||||
| #include <AK/QuickSort.h> | ||||
| #include <LibGUI/Button.h> | ||||
| #include <LibGUI/Painter.h> | ||||
| #include <LibGfx/Font.h> | ||||
| #include <LibGfx/Palette.h> | ||||
|  | @ -23,6 +24,7 @@ Game::Game() | |||
|     srand(time(nullptr)); | ||||
| 
 | ||||
|     m_delay_timer = Core::Timer::create_single_shot(0, [this] { | ||||
|         dbgln_if(HEARTS_DEBUG, "Continuing game after delay..."); | ||||
|         advance_game(); | ||||
|     }); | ||||
| 
 | ||||
|  | @ -74,6 +76,18 @@ Game::Game() | |||
|     m_players[3].name = "Lisa"; | ||||
|     m_players[3].taken_cards_target = { width, height / 2 - Card::height / 2 }; | ||||
| 
 | ||||
|     m_passing_button = add<GUI::Button>("Pass Left"); | ||||
|     constexpr int button_width = 120; | ||||
|     constexpr int button_height = 30; | ||||
|     m_passing_button->set_relative_rect(width / 2 - button_width / 2, height - 3 * outer_border_size - Card::height - button_height, button_width, button_height); | ||||
|     m_passing_button->on_click = [this](unsigned int) { | ||||
|         if (m_state == State::PassingSelect) | ||||
|             m_state = State::PassingSelectConfirmed; | ||||
|         else | ||||
|             m_state = State::Play; | ||||
|         advance_game(); | ||||
|     }; | ||||
| 
 | ||||
|     reset(); | ||||
| }; | ||||
| 
 | ||||
|  | @ -88,6 +102,31 @@ void Game::reset() | |||
| 
 | ||||
|     stop_animation(); | ||||
| 
 | ||||
|     m_hand_number = 0; | ||||
| 
 | ||||
|     m_passing_button->set_enabled(false); | ||||
|     m_passing_button->set_visible(false); | ||||
| 
 | ||||
|     if (m_hand_number % 4 != 3) { | ||||
|         m_state = State::PassingSelect; | ||||
|         m_human_can_play = true; | ||||
|         switch (passing_direction()) { | ||||
|         case PassingDirection::Left: | ||||
|             m_passing_button->set_text("Pass Left"); | ||||
|             break; | ||||
|         case PassingDirection::Across: | ||||
|             m_passing_button->set_text("Pass Across"); | ||||
|             break; | ||||
|         case PassingDirection::Right: | ||||
|             m_passing_button->set_text("Pass Right"); | ||||
|             break; | ||||
|         default: | ||||
|             VERIFY_NOT_REACHED(); | ||||
|         } | ||||
|     } else | ||||
|         m_state = State::Play; | ||||
|     m_cards_highlighted.clear(); | ||||
| 
 | ||||
|     m_trick.clear_with_capacity(); | ||||
|     m_trick_number = 0; | ||||
| 
 | ||||
|  | @ -103,6 +142,11 @@ void Game::setup(String player_name) | |||
| 
 | ||||
|     reset(); | ||||
| 
 | ||||
|     if (m_hand_number % 4 != 3) { | ||||
|         m_passing_button->set_visible(true); | ||||
|         m_passing_button->set_focus(false); | ||||
|     } | ||||
| 
 | ||||
|     NonnullRefPtrVector<Card> deck; | ||||
| 
 | ||||
|     for (int i = 0; i < Card::card_count; ++i) { | ||||
|  | @ -125,7 +169,9 @@ void Game::setup(String player_name) | |||
|         reposition_hand(player); | ||||
|     } | ||||
| 
 | ||||
|     advance_game(); | ||||
|     update(); | ||||
| 
 | ||||
|     continue_game_after_delay(); | ||||
| } | ||||
| 
 | ||||
| void Game::start_animation(NonnullRefPtrVector<Card> cards, Gfx::IntPoint const& end, Function<void()> did_finish_callback, int initial_delay_ms, int steps) | ||||
|  | @ -296,6 +342,32 @@ void Game::advance_game() | |||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     if (m_state == State::PassingSelect) { | ||||
|         if (!m_players[0].is_human) { | ||||
|             select_cards_for_passing(); | ||||
|             m_state = State::PassingSelectConfirmed; | ||||
|             continue_game_after_delay(); | ||||
|         } | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     if (m_state == State::PassingSelectConfirmed) { | ||||
|         pass_cards(); | ||||
|         continue_game_after_delay(); | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     if (m_state == State::PassingAccept) { | ||||
|         if (!m_players[0].is_human) { | ||||
|             m_state = State::Play; | ||||
|             continue_game_after_delay(); | ||||
|         } | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     clear_highlighted_cards(); | ||||
|     m_passing_button->set_visible(false); | ||||
| 
 | ||||
|     if (m_trick_number == 0 && m_trick.is_empty()) { | ||||
|         // Find whoever has 2 of Clubs, they get to play the first card
 | ||||
|         for (auto& player : m_players) { | ||||
|  | @ -364,8 +436,10 @@ void Game::keydown_event(GUI::KeyEvent& event) | |||
|         m_players[0].is_human = !m_players[0].is_human; | ||||
|         advance_game(); | ||||
|     } else if (event.key() == KeyCode::Key_F10) { | ||||
|         if (m_human_can_play) | ||||
|         if (m_human_can_play && m_state == State::Play) | ||||
|             play_card(m_players[0], pick_card(m_players[0])); | ||||
|         else if (m_state == State::PassingSelect) | ||||
|             select_cards_for_passing(); | ||||
|     } else if (event.shift() && event.key() == KeyCode::Key_F11) | ||||
|         dump_state(); | ||||
| } | ||||
|  | @ -464,7 +538,18 @@ bool Game::are_hearts_broken() const | |||
|     return false; | ||||
| } | ||||
| 
 | ||||
| void Game::card_clicked(size_t card_index, Card& card) | ||||
| void Game::card_clicked_during_passing(size_t, Card& card) | ||||
| { | ||||
|     if (!is_card_highlighted(card)) { | ||||
|         if (m_cards_highlighted.size() < 3) | ||||
|             highlight_card(card); | ||||
|     } else | ||||
|         unhighlight_card(card); | ||||
| 
 | ||||
|     m_passing_button->set_enabled(m_cards_highlighted.size() == 3); | ||||
| } | ||||
| 
 | ||||
| void Game::card_clicked_during_play(size_t card_index, Card& card) | ||||
| { | ||||
|     String explanation; | ||||
|     if (!is_valid_play(m_players[0], card, &explanation)) { | ||||
|  | @ -476,6 +561,14 @@ void Game::card_clicked(size_t card_index, Card& card) | |||
|     update(); | ||||
| } | ||||
| 
 | ||||
| void Game::card_clicked(size_t card_index, Card& card) | ||||
| { | ||||
|     if (m_state == State::PassingSelect) | ||||
|         card_clicked_during_passing(card_index, card); | ||||
|     else | ||||
|         card_clicked_during_play(card_index, card); | ||||
| } | ||||
| 
 | ||||
| void Game::mouseup_event(GUI::MouseEvent& event) | ||||
| { | ||||
|     GUI::Frame::mouseup_event(event); | ||||
|  | @ -520,15 +613,115 @@ bool Game::is_winner(Player& player) | |||
|     return (max_score.value() != sum_points_of_all_cards && player_score == min_score.value()) || player_score == sum_points_of_all_cards; | ||||
| } | ||||
| 
 | ||||
| static constexpr int card_highlight_offset = -20; | ||||
| 
 | ||||
| bool Game::is_card_highlighted(Card& card) | ||||
| { | ||||
|     return m_cards_highlighted.contains(card); | ||||
| } | ||||
| 
 | ||||
| void Game::highlight_card(Card& card) | ||||
| { | ||||
|     VERIFY(!m_cards_highlighted.contains(card)); | ||||
|     m_cards_highlighted.set(card); | ||||
|     card.set_position(card.position().translated(0, card_highlight_offset)); | ||||
|     update(); | ||||
| } | ||||
| 
 | ||||
| void Game::unhighlight_card(Card& card) | ||||
| { | ||||
|     VERIFY(m_cards_highlighted.contains(card)); | ||||
|     m_cards_highlighted.remove(card); | ||||
|     card.set_position(card.position().translated(0, -card_highlight_offset)); | ||||
|     update(); | ||||
| } | ||||
| 
 | ||||
| void Game::clear_highlighted_cards() | ||||
| { | ||||
|     for (auto& card : m_cards_highlighted) | ||||
|         card->set_position(card->position().translated(0, -card_highlight_offset)); | ||||
|     m_cards_highlighted.clear(); | ||||
| } | ||||
| 
 | ||||
| void Game::reposition_hand(Player& player) | ||||
| { | ||||
|     auto card_position = player.first_card_position; | ||||
|     for (auto& card : player.hand) { | ||||
|         card->set_position(card_position); | ||||
|         card->set_position(is_card_highlighted(*card) ? card_position.translated(0, card_highlight_offset) : card_position); | ||||
|         card_position.translate_by(player.card_offset); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void Game::select_cards_for_passing() | ||||
| { | ||||
|     clear_highlighted_cards(); | ||||
|     auto selected_cards = m_players[0].pick_cards_to_pass(passing_direction()); | ||||
|     highlight_card(selected_cards[0]); | ||||
|     highlight_card(selected_cards[1]); | ||||
|     highlight_card(selected_cards[2]); | ||||
|     m_passing_button->set_enabled(true); | ||||
| } | ||||
| 
 | ||||
| void Game::pass_cards() | ||||
| { | ||||
|     NonnullRefPtrVector<Card> first_player_cards; | ||||
|     for (auto& card : m_cards_highlighted) | ||||
|         first_player_cards.append(*card); | ||||
|     clear_highlighted_cards(); | ||||
|     VERIFY(first_player_cards.size() == 3); | ||||
| 
 | ||||
|     NonnullRefPtrVector<Card> passed_cards[4]; | ||||
|     passed_cards[0] = first_player_cards; | ||||
|     passed_cards[1] = m_players[1].pick_cards_to_pass(passing_direction()); | ||||
|     passed_cards[2] = m_players[2].pick_cards_to_pass(passing_direction()); | ||||
|     passed_cards[3] = m_players[3].pick_cards_to_pass(passing_direction()); | ||||
| 
 | ||||
|     for (size_t i = 0; i < 4; i++) { | ||||
|         m_players[i].remove_cards(passed_cards[i]); | ||||
| 
 | ||||
|         int destination_player_index = i; | ||||
|         switch (passing_direction()) { | ||||
|         case PassingDirection::Left: | ||||
|             destination_player_index += 1; | ||||
|             break; | ||||
|         case PassingDirection::Across: | ||||
|             destination_player_index += 2; | ||||
|             break; | ||||
|         case PassingDirection::Right: | ||||
|             destination_player_index += 3; | ||||
|             break; | ||||
|         default: | ||||
|             VERIFY_NOT_REACHED(); | ||||
|         } | ||||
|         destination_player_index %= 4; | ||||
| 
 | ||||
|         for (auto& card : passed_cards[i]) { | ||||
|             m_players[destination_player_index].hand.append(card); | ||||
|             if constexpr (!HEARTS_DEBUG) | ||||
|                 card.set_upside_down(destination_player_index != 0); | ||||
|             if (destination_player_index == 0) | ||||
|                 highlight_card(card); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     for (auto& player : m_players) { | ||||
|         VERIFY(player.hand.size() == 13); | ||||
|         player.sort_hand(); | ||||
|         reposition_hand(player); | ||||
|     } | ||||
| 
 | ||||
|     m_state = State::PassingAccept; | ||||
|     m_passing_button->set_text("OK"); | ||||
|     m_passing_button->set_enabled(true); | ||||
|     update(); | ||||
| } | ||||
| 
 | ||||
| PassingDirection Game::passing_direction() const | ||||
| { | ||||
|     VERIFY(m_hand_number % 4 != 3); | ||||
|     return static_cast<PassingDirection>(m_hand_number % 4); | ||||
| } | ||||
| 
 | ||||
| void Game::paint_event(GUI::PaintEvent& event) | ||||
| { | ||||
|     GUI::Frame::paint_event(event); | ||||
|  |  | |||
|  | @ -49,7 +49,14 @@ private: | |||
|     bool other_player_has_lower_value_card(Player& player, Card& card); | ||||
|     bool other_player_has_higher_value_card(Player& player, Card& card); | ||||
| 
 | ||||
|     void reposition_hand(Player& player); | ||||
|     void reposition_hand(Player&); | ||||
|     bool is_card_highlighted(Card& card); | ||||
|     void clear_highlighted_cards(); | ||||
|     void highlight_card(Card& card); | ||||
|     void unhighlight_card(Card& card); | ||||
|     void select_cards_for_passing(); | ||||
|     void pass_cards(); | ||||
|     PassingDirection passing_direction() const; | ||||
| 
 | ||||
|     void start_animation(NonnullRefPtrVector<Card> cards, Gfx::IntPoint const& end, Function<void()> did_finish_callback, int initial_delay_ms, int steps = 30); | ||||
|     void stop_animation(); | ||||
|  | @ -60,6 +67,22 @@ private: | |||
|     virtual void timer_event(Core::TimerEvent&) override; | ||||
| 
 | ||||
|     void card_clicked(size_t card_index, Card& card); | ||||
|     void card_clicked_during_passing(size_t card_index, Card& card); | ||||
|     void card_clicked_during_play(size_t card_index, Card& card); | ||||
| 
 | ||||
|     RefPtr<GUI::Button> m_passing_button; | ||||
| 
 | ||||
|     enum class State { | ||||
|         PassingSelect, | ||||
|         PassingSelectConfirmed, | ||||
|         PassingAccept, | ||||
|         Play, | ||||
|     }; | ||||
| 
 | ||||
|     State m_state { State::PassingSelect }; | ||||
|     int m_hand_number { 0 }; | ||||
| 
 | ||||
|     HashTable<NonnullRefPtr<Card>> m_cards_highlighted; | ||||
| 
 | ||||
|     Player m_players[4]; | ||||
|     NonnullRefPtrVector<Card> m_trick; | ||||
|  |  | |||
|  | @ -11,6 +11,16 @@ | |||
| 
 | ||||
| namespace Hearts { | ||||
| 
 | ||||
| NonnullRefPtrVector<Card> Player::pick_cards_to_pass(PassingDirection) | ||||
| { | ||||
|     auto sorted_hand = hand_sorted_by_points_and_value(); | ||||
|     NonnullRefPtrVector<Card> cards; | ||||
|     cards.append(*sorted_hand[0].card); | ||||
|     cards.append(*sorted_hand[1].card); | ||||
|     cards.append(*sorted_hand[2].card); | ||||
|     return cards; | ||||
| } | ||||
| 
 | ||||
| Vector<CardWithIndex> Player::hand_sorted_by_points_and_value() const | ||||
| { | ||||
|     Vector<CardWithIndex> sorted_hand; | ||||
|  | @ -149,4 +159,13 @@ bool Player::has_card_of_type(Card::Type type) | |||
|     return matching_card.has_value(); | ||||
| } | ||||
| 
 | ||||
| void Player::remove_cards(const NonnullRefPtrVector<Card>& cards) | ||||
| { | ||||
|     for (auto& card : cards) { | ||||
|         hand.remove_first_matching([&card](auto& other_card) { | ||||
|             return other_card == card; | ||||
|         }); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| } | ||||
|  |  | |||
|  | @ -14,6 +14,12 @@ using Cards::Card; | |||
| 
 | ||||
| namespace Hearts { | ||||
| 
 | ||||
| enum class PassingDirection { | ||||
|     Left, | ||||
|     Right, | ||||
|     Across | ||||
| }; | ||||
| 
 | ||||
| struct CardWithIndex { | ||||
|     NonnullRefPtr<Card> card; | ||||
|     size_t index; | ||||
|  | @ -27,6 +33,7 @@ public: | |||
|     { | ||||
|     } | ||||
| 
 | ||||
|     NonnullRefPtrVector<Card> pick_cards_to_pass(PassingDirection); | ||||
|     size_t pick_lead_card(Function<bool(Card&)>, Function<bool(Card&)>, Function<bool(Card&)>); | ||||
|     Optional<size_t> pick_low_points_high_value_card(Optional<Card::Type> type = {}); | ||||
|     Optional<size_t> pick_lower_value_card(Card& other_card); | ||||
|  | @ -38,6 +45,7 @@ public: | |||
|     Vector<CardWithIndex> hand_sorted_by_points_and_value() const; | ||||
| 
 | ||||
|     void sort_hand() { quick_sort(hand, hearts_card_less); } | ||||
|     void remove_cards(NonnullRefPtrVector<Card> const& cards); | ||||
| 
 | ||||
|     Vector<RefPtr<Card>> hand; | ||||
|     Vector<RefPtr<Card>> cards_taken; | ||||
|  |  | |||
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