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Hearts: Implement passing cards to other players

Fixes #7375.
This commit is contained in:
Gunnar Beutner 2021-05-23 23:20:36 +02:00 committed by Andreas Kling
parent fab073f33c
commit ac1eba2f7c
4 changed files with 248 additions and 5 deletions

View file

@ -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);

View file

@ -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;

View file

@ -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;
});
}
}
}

View file

@ -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;