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Solitaire: Iterate the foundation stacks and inline move_card()
Keeping this as a separate commit as I'm not certain whether this is a good change or not. The repeated if-else for each Foundation stack bothered me a bit, though more so before I reduced the code in the {}. But maybe the ifs are clearer than the loop? Doing that also meant I could inline the move_card() code instead of needing to make it a lambda. Again, maybe it would be better as a lambda? I'm still figuring out the style Serenity uses, and I know Andreas is big on expressiveness, and move_card() is more expressive than just having the code in the loop.
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4917675529
commit
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2 changed files with 23 additions and 31 deletions
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@ -332,24 +332,6 @@ void Game::check_for_game_over()
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start_game_over_animation();
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start_game_over_animation();
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}
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}
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void Game::move_card(CardStack& from, CardStack& to)
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{
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update(from.bounding_box());
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auto card = from.pop();
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mark_intersecting_stacks_dirty(card);
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to.push(card);
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NonnullRefPtrVector<Card> moved_card;
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moved_card.append(card);
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remember_move_for_undo(from, to, moved_card);
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score_move(from, to);
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update(to.bounding_box());
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}
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void Game::draw_cards()
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void Game::draw_cards()
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{
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{
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auto& waste = stack(Waste);
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auto& waste = stack(Waste);
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@ -441,18 +423,28 @@ bool Game::attempt_to_move_card_to_foundations(CardStack& from)
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bool card_was_moved = false;
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bool card_was_moved = false;
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if (stack(Foundation1).is_allowed_to_push(top_card)) {
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for (auto foundationID : foundations) {
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move_card(from, stack(Foundation1));
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auto& foundation = stack(foundationID);
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card_was_moved = true;
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} else if (stack(Foundation2).is_allowed_to_push(top_card)) {
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if (foundation.is_allowed_to_push(top_card)) {
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move_card(from, stack(Foundation2));
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update(from.bounding_box());
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card_was_moved = true;
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} else if (stack(Foundation3).is_allowed_to_push(top_card)) {
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auto card = from.pop();
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move_card(from, stack(Foundation3));
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card_was_moved = true;
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mark_intersecting_stacks_dirty(card);
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} else if (stack(Foundation4).is_allowed_to_push(top_card)) {
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foundation.push(card);
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move_card(from, stack(Foundation4));
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card_was_moved = true;
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NonnullRefPtrVector<Card> moved_card;
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moved_card.append(card);
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remember_move_for_undo(from, foundation, moved_card);
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score_move(from, foundation);
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update(foundation.bounding_box());
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card_was_moved = true;
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break;
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}
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}
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}
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if (card_was_moved && (from.type() == CardStack::Type::Play))
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if (card_was_moved && (from.type() == CardStack::Type::Play))
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@ -137,6 +137,7 @@ private:
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__Count
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__Count
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};
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};
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static constexpr Array piles = { Pile1, Pile2, Pile3, Pile4, Pile5, Pile6, Pile7 };
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static constexpr Array piles = { Pile1, Pile2, Pile3, Pile4, Pile5, Pile6, Pile7 };
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static constexpr Array foundations = { Foundation1, Foundation2, Foundation3, Foundation4 };
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ALWAYS_INLINE const WasteRecycleRules& recycle_rules()
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ALWAYS_INLINE const WasteRecycleRules& recycle_rules()
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{
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{
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@ -161,7 +162,6 @@ private:
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void remember_move_for_undo(CardStack& from, CardStack& to, NonnullRefPtrVector<Card> moved_cards);
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void remember_move_for_undo(CardStack& from, CardStack& to, NonnullRefPtrVector<Card> moved_cards);
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void remember_flip_for_undo(Card& card);
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void remember_flip_for_undo(Card& card);
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void update_score(int to_add);
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void update_score(int to_add);
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void move_card(CardStack& from, CardStack& to);
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void draw_cards();
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void draw_cards();
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void pop_waste_to_play_stack();
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void pop_waste_to_play_stack();
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bool attempt_to_move_card_to_foundations(CardStack& from);
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bool attempt_to_move_card_to_foundations(CardStack& from);
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