ladybird/Userland/Games/Hearts/Game.cpp
Lucas CHOLLET 3f35ffb648 Userland: Prefer _string over _short_string
As `_string` can't fail anymore (since 3434412), there are no real
benefits to use the short variant in most cases.
2023-08-08 07:37:21 +02:00

938 lines
31 KiB
C++

/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Game.h"
#include "Helpers.h"
#include "ScoreCard.h"
#include <AK/Debug.h>
#include <AK/QuickSort.h>
#include <AK/Random.h>
#include <LibGUI/BoxLayout.h>
#include <LibGUI/Button.h>
#include <LibGUI/Dialog.h>
#include <LibGUI/Painter.h>
#include <LibGfx/Font/Font.h>
#include <LibGfx/Palette.h>
REGISTER_WIDGET(Hearts, Game);
namespace Hearts {
Game::Game()
{
m_delay_timer = Core::Timer::create_single_shot(0, [this] {
dbgln_if(HEARTS_DEBUG, "Continuing game after delay...");
advance_game();
}).release_value_but_fixme_should_propagate_errors();
constexpr int card_overlap = 20;
constexpr int outer_border_size = 15;
constexpr int player_deck_width = 12 * card_overlap + Card::width;
constexpr int player_deck_height = 12 * card_overlap + Card::height;
constexpr int text_height = 15;
constexpr int text_offset = 5;
m_players[0].first_card_position = { (width - player_deck_width) / 2, height - outer_border_size - Card::height };
m_players[0].card_offset = { card_overlap, 0 };
m_players[0].name_position = {
(width - player_deck_width) / 2 - 50, height - outer_border_size - text_height - text_offset,
50 - text_offset, text_height
};
m_players[0].name_alignment = Gfx::TextAlignment::BottomRight;
m_players[0].name = "Gunnar";
m_players[0].is_human = true;
m_players[0].taken_cards_target = { width / 2 - Card::width / 2, height };
m_players[1].first_card_position = { outer_border_size, (height - player_deck_height) / 2 };
m_players[1].card_offset = { 0, card_overlap };
m_players[1].name_position = {
outer_border_size, (height - player_deck_height) / 2 - text_height - text_offset,
Card::width, text_height
};
m_players[1].name_alignment = Gfx::TextAlignment::BottomLeft;
m_players[1].name = "Paul";
m_players[1].taken_cards_target = { -Card::width, height / 2 - Card::height / 2 };
m_players[2].first_card_position = { width - (width - player_deck_width) / 2 - Card::width, outer_border_size };
m_players[2].card_offset = { -card_overlap, 0 };
m_players[2].name_position = {
width - (width - player_deck_width) / 2 + text_offset, outer_border_size + text_offset,
Card::width, text_height
};
m_players[2].name_alignment = Gfx::TextAlignment::TopLeft;
m_players[2].name = "Simon";
m_players[2].taken_cards_target = { width / 2 - Card::width / 2, -Card::height };
m_players[3].first_card_position = { width - outer_border_size - Card::width, height - (height - player_deck_height) / 2 - Card::height };
m_players[3].card_offset = { 0, -card_overlap };
m_players[3].name_position = {
width - outer_border_size - Card::width, height - (height - player_deck_height) / 2 + text_offset,
Card::width, text_height
};
m_players[3].name_alignment = Gfx::TextAlignment::TopRight;
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"_string);
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();
}
void Game::reset()
{
dbgln_if(HEARTS_DEBUG, "=====");
dbgln_if(HEARTS_DEBUG, "Resetting game");
stop_animation();
m_hand_number = 0;
m_passing_button->set_enabled(false);
m_passing_button->set_visible(false);
m_cards_highlighted.clear();
m_trick.clear_with_capacity();
m_trick_number = 0;
for (auto& player : m_players) {
player.hand.clear_with_capacity();
player.cards_taken.clear_with_capacity();
}
}
void Game::show_score_card(bool game_over)
{
auto score_dialog = GUI::Dialog::construct(window());
score_dialog->set_resizable(false);
score_dialog->set_icon(window()->icon());
auto score_widget = score_dialog->set_main_widget<GUI::Widget>().release_value_but_fixme_should_propagate_errors();
score_widget->set_fill_with_background_color(true);
score_widget->set_layout<GUI::HorizontalBoxLayout>(10, 15);
auto& card_container = score_widget->add<GUI::Widget>();
auto& score_card = card_container.add<ScoreCard>(m_players, game_over);
auto& button_container = score_widget->add<GUI::Widget>();
button_container.set_shrink_to_fit(true);
button_container.set_layout<GUI::VerticalBoxLayout>();
auto& close_button = button_container.add<GUI::Button>("OK"_string);
close_button.on_click = [&score_dialog](auto) {
score_dialog->done(GUI::Dialog::ExecResult::OK);
};
close_button.set_min_width(70);
close_button.resize(70, 30);
// FIXME: Why is this necessary?
score_dialog->resize({ 20 + score_card.width() + 15 + close_button.width(), 20 + score_card.height() });
StringBuilder title_builder;
title_builder.append("Score Card"sv);
if (game_over)
title_builder.append(" - Game Over"sv);
score_dialog->set_title(title_builder.to_deprecated_string());
RefPtr<Core::Timer> close_timer;
if (!m_players[0].is_human) {
close_timer = Core::Timer::create_single_shot(2000, [&] {
score_dialog->close();
}).release_value_but_fixme_should_propagate_errors();
close_timer->start();
}
score_dialog->exec();
}
void Game::setup(DeprecatedString player_name, int hand_number)
{
m_players[0].name = move(player_name);
reset();
m_hand_number = hand_number;
if (m_hand_number == 0) {
for (auto& player : m_players)
player.scores.clear_with_capacity();
}
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"_string);
break;
case PassingDirection::Across:
m_passing_button->set_text("Pass Across"_string);
break;
case PassingDirection::Right:
m_passing_button->set_text("Pass Right"_string);
break;
default:
VERIFY_NOT_REACHED();
}
} else
m_state = State::Play;
if (m_hand_number % 4 != 3) {
m_passing_button->set_visible(true);
m_passing_button->set_focus(false);
}
Vector<NonnullRefPtr<Card>> deck = Cards::create_standard_deck(Cards::Shuffle::Yes).release_value_but_fixme_should_propagate_errors();
for (auto& player : m_players) {
player.hand.ensure_capacity(Card::card_count);
for (uint8_t i = 0; i < Card::card_count; ++i) {
auto card = deck.take_last();
if constexpr (!HEARTS_DEBUG) {
if (&player != &m_players[0])
card->set_upside_down(true);
}
player.hand.append(card);
}
player.sort_hand();
Gfx::IntRect update_rect;
reposition_hand(player);
for (auto& card : player.hand)
update_rect = update_rect.united(card->rect());
update(update_rect);
}
continue_game_after_delay();
}
void Game::start_animation(Vector<NonnullRefPtr<Card>> cards, Gfx::IntPoint end, Function<void()> did_finish_callback, int initial_delay_ms, int steps)
{
stop_animation();
m_animation_end = end;
m_animation_current_step = 0;
m_animation_steps = steps;
m_animation_cards.clear_with_capacity();
for (auto& card : cards)
m_animation_cards.empend(card, card->position());
m_animation_did_finish = make<Function<void()>>(move(did_finish_callback));
m_animation_delay_timer = Core::Timer::create_single_shot(initial_delay_ms, [&] {
m_animation_playing = true;
start_timer(10);
}).release_value_but_fixme_should_propagate_errors();
m_animation_delay_timer->start();
}
void Game::stop_animation()
{
if (m_animation_playing) {
for (auto& animation : m_animation_cards)
animation.card->set_position(m_animation_end);
m_animation_playing = false;
}
if (m_animation_delay_timer)
m_animation_delay_timer->stop();
stop_timer();
}
void Game::timer_event(Core::TimerEvent&)
{
if (!m_animation_playing)
return;
for (auto& animation : m_animation_cards) {
Gfx::IntRect update_rect = animation.card->rect();
animation.card->set_position(animation.start + (m_animation_end - animation.start) * m_animation_current_step / m_animation_steps);
update_rect = update_rect.united(animation.card->rect());
update(update_rect);
}
if (m_animation_current_step >= m_animation_steps) {
stop_timer();
m_animation_playing = false;
if (m_animation_did_finish) {
// The did_finish handler might end up destroying/replacing the handler
// so we have to save it first.
OwnPtr<Function<void()>> animation_did_finish = move(m_animation_did_finish);
(*animation_did_finish)();
}
}
m_animation_current_step++;
}
bool Game::other_player_has_lower_value_card(Player& player, Card& card)
{
for (auto& other_player : m_players) {
if (&player != &other_player) {
for (auto& other_card : other_player.hand) {
if (other_card && card.suit() == other_card->suit() && hearts_card_value(*other_card) < hearts_card_value(card))
return true;
}
}
}
return false;
}
bool Game::other_player_has_higher_value_card(Player& player, Card& card)
{
for (auto& other_player : m_players) {
if (&player != &other_player) {
for (auto& other_card : other_player.hand) {
if (other_card && card.suit() == other_card->suit() && hearts_card_value(*other_card) > hearts_card_value(card))
return true;
}
}
}
return false;
}
bool Game::other_player_has_queen_of_spades(Player& player)
{
for (auto& other_player : m_players) {
if (&player != &other_player) {
for (auto& other_card : other_player.hand) {
if (other_card && other_card->suit() == Cards::Suit::Spades && hearts_card_value(*other_card) == CardValue::Queen)
return true;
}
}
}
return false;
}
#define RETURN_CARD_IF_VALID(card) \
do { \
auto card_index = (card); \
if (card_index.has_value()) \
return card_index.value(); \
} while (0)
size_t Game::pick_card(Player& player)
{
bool is_leading_player = m_trick.is_empty();
bool is_first_trick = m_trick_number == 0;
if (is_leading_player) {
if (is_first_trick) {
auto clubs_2 = player.pick_specific_card(Cards::Suit::Clubs, CardValue::Number_2);
VERIFY(clubs_2.has_value());
return clubs_2.value();
} else {
auto valid_card = [this, &player](Card& card) {
return is_valid_play(player, card);
};
auto prefer_card = [this, &player](Card& card) {
return !other_player_has_lower_value_card(player, card) && other_player_has_higher_value_card(player, card);
};
return player.pick_lead_card(move(valid_card), move(prefer_card));
}
}
auto* high_card = m_trick[0].ptr();
for (auto& card : m_trick)
if (high_card->suit() == card->suit() && hearts_card_value(card) > hearts_card_value(*high_card))
high_card = card;
if (high_card->suit() == Cards::Suit::Spades && hearts_card_value(*high_card) > CardValue::Queen)
RETURN_CARD_IF_VALID(player.pick_specific_card(Cards::Suit::Spades, CardValue::Queen));
auto card_has_points = [](Card& card) { return hearts_card_points(card) > 0; };
auto trick_has_points = m_trick.first_matching(card_has_points).has_value();
bool is_trailing_player = m_trick.size() == 3;
if (!trick_has_points && is_trailing_player) {
RETURN_CARD_IF_VALID(player.pick_low_points_high_value_card(m_trick[0]->suit()));
if (is_first_trick)
return player.pick_low_points_high_value_card().value();
else {
auto ignore_card = [this, &player](Card& card) {
return !other_player_has_higher_value_card(player, card);
};
return player.pick_max_points_card(move(ignore_card));
}
}
RETURN_CARD_IF_VALID(player.pick_lower_value_card(*high_card));
bool is_third_player = m_trick.size() == 2;
bool play_highest_value_card = false;
if (is_trailing_player)
play_highest_value_card = true;
if (is_third_player && !trick_has_points) {
play_highest_value_card = true;
if (high_card->suit() == Cards::Suit::Spades && other_player_has_queen_of_spades(player)) {
Optional<size_t> chosen_card_index = player.pick_low_points_high_value_card(high_card->suit());
if (chosen_card_index.has_value()) {
auto& card = player.hand[chosen_card_index.value()];
if (hearts_card_value(*card) > CardValue::Queen)
play_highest_value_card = false;
}
}
}
if (play_highest_value_card)
RETURN_CARD_IF_VALID(player.pick_low_points_high_value_card(high_card->suit()));
else
RETURN_CARD_IF_VALID(player.pick_slightly_higher_value_card(*high_card));
if (is_first_trick)
return player.pick_low_points_high_value_card().value();
auto ignore_card = [this, &player](Card& card) {
return !other_player_has_higher_value_card(player, card);
};
return player.pick_max_points_card(move(ignore_card));
}
size_t Game::pick_first_card_ltr(Player& player)
{
for (size_t i = 0; i < player.hand.size(); i++) {
auto& card = player.hand[i];
if (card.is_null())
continue;
if (is_valid_play(player, *card)) {
return i;
}
}
VERIFY_NOT_REACHED();
}
void Game::let_player_play_card()
{
auto& player = current_player();
if (&player == &m_players[0])
on_status_change("Select a card to play."_string);
else
on_status_change(String::formatted("Waiting for {} to play a card...", player).release_value_but_fixme_should_propagate_errors());
if (player.is_human) {
m_human_can_play = true;
if constexpr (HEARTS_DEBUG) {
auto card_index = pick_card(player);
auto& card = player.hand[card_index];
card->set_inverted(true);
update(card->rect());
}
return;
}
play_card(player, pick_card(player));
}
size_t Game::player_index(Player& player)
{
return &player - m_players;
}
Player& Game::current_player()
{
VERIFY(m_trick.size() < 4);
auto player_index = m_leading_player - m_players;
auto current_player_index = (player_index + m_trick.size()) % 4;
dbgln_if(HEARTS_DEBUG, "Leading player: {}, current player: {}", *m_leading_player, m_players[current_player_index]);
return m_players[current_player_index];
}
void Game::continue_game_after_delay(int interval_ms)
{
m_delay_timer->start(interval_ms);
}
void Game::advance_game()
{
if (m_animation_playing)
return;
if (m_inverted_card) {
m_inverted_card->set_inverted(false);
update(m_inverted_card->rect());
m_inverted_card.clear();
}
if (m_state == State::Play && game_ended()) {
m_state = State::GameEnded;
on_status_change("Game ended."_string);
advance_game();
return;
}
if (m_state == State::GameEnded) {
int highest_score = 0;
for (auto& player : m_players) {
int previous_score = player.scores.is_empty() ? 0 : player.scores[player.scores.size() - 1];
auto score = previous_score + calculate_score((player));
player.scores.append(score);
if (score > highest_score)
highest_score = score;
}
bool game_over = highest_score >= 100;
show_score_card(game_over);
auto next_hand_number = m_hand_number + 1;
if (game_over)
next_hand_number = 0;
setup(move(m_players[0].name), next_hand_number);
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) {
auto clubs_2_card = player.hand.first_matching([](auto& card) {
return card->suit() == Cards::Suit::Clubs && hearts_card_value(*card) == CardValue::Number_2;
});
if (clubs_2_card.has_value()) {
m_leading_player = &player;
let_player_play_card();
return;
}
}
}
if (m_trick.size() < 4) {
let_player_play_card();
return;
}
auto leading_card_suit = m_trick[0]->suit();
size_t taker_index = 0;
auto taker_value = hearts_card_value(m_trick[0]);
for (size_t i = 1; i < 4; i++) {
if (m_trick[i]->suit() != leading_card_suit)
continue;
if (hearts_card_value(m_trick[i]) <= taker_value)
continue;
taker_index = i;
taker_value = hearts_card_value(m_trick[i]);
}
auto leading_player_index = player_index(*m_leading_player);
auto taking_player_index = (leading_player_index + taker_index) % 4;
auto& taking_player = m_players[taking_player_index];
dbgln_if(HEARTS_DEBUG, "{} takes the trick", taking_player);
for (auto& card : m_trick) {
if (hearts_card_points(card) == 0)
continue;
dbgln_if(HEARTS_DEBUG, "{} takes card {}", taking_player, card);
taking_player.cards_taken.append(card);
}
start_animation(
m_trick,
taking_player.taken_cards_target,
[&] {
++m_trick_number;
if (game_ended())
for (auto& player : m_players)
quick_sort(player.cards_taken, hearts_card_less);
m_trick.clear_with_capacity();
m_leading_player = &taking_player;
dbgln_if(HEARTS_DEBUG, "-----");
advance_game();
},
750);
return;
}
void Game::keydown_event(GUI::KeyEvent& event)
{
if (event.shift() && event.key() == KeyCode::Key_F10) {
m_players[0].is_human = !m_players[0].is_human;
advance_game();
} else if (event.key() == KeyCode::Key_F10) {
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.key() == KeyCode::Key_Space) {
if (m_human_can_play && m_state == State::Play)
play_card(m_players[0], pick_first_card_ltr(m_players[0]));
} else if (event.shift() && event.key() == KeyCode::Key_F11) {
dump_state();
} else {
event.ignore();
}
}
void Game::play_card(Player& player, size_t card_index)
{
if (player.is_human)
m_human_can_play = false;
VERIFY(player.hand[card_index]);
VERIFY(m_trick.size() < 4);
RefPtr<Card> card;
swap(player.hand[card_index], card);
dbgln_if(HEARTS_DEBUG, "{} plays {}", player, *card);
VERIFY(is_valid_play(player, *card));
card->set_upside_down(false);
m_trick.append(*card);
const Gfx::IntPoint trick_card_positions[] = {
{ width / 2 - Card::width / 2, height / 2 - 30 },
{ width / 2 - Card::width + 15, height / 2 - Card::height / 2 - 15 },
{ width / 2 - Card::width / 2 + 15, height / 2 - Card::height + 15 },
{ width / 2, height / 2 - Card::height / 2 },
};
VERIFY(m_leading_player);
size_t leading_player_index = player_index(*m_leading_player);
Vector<NonnullRefPtr<Card>> cards;
cards.append(*card);
start_animation(
cards,
trick_card_positions[(leading_player_index + m_trick.size() - 1) % 4],
[&] {
advance_game();
},
0);
}
bool Game::is_valid_play(Player& player, Card& card, DeprecatedString* explanation) const
{
// First card must be 2 of Clubs.
if (m_trick_number == 0 && m_trick.is_empty()) {
if (explanation)
*explanation = "The first card must be Two of Clubs.";
return card.suit() == Cards::Suit::Clubs && hearts_card_value(card) == CardValue::Number_2;
}
// Can't play hearts or The Queen in the first trick.
if (m_trick_number == 0 && hearts_card_points(card) > 0) {
bool all_points_cards = true;
for (auto& other_card : player.hand) {
if (hearts_card_points(*other_card) == 0) {
all_points_cards = false;
break;
}
}
// ... unless the player only has points cards (e.g. all Hearts or
// 12 Hearts + Queen of Spades), in which case they're allowed to play Hearts.
if (all_points_cards && card.suit() == Cards::Suit::Hearts)
return true;
if (explanation)
*explanation = "You can't play a card worth points in the first trick.";
return false;
}
// Leading card can't be hearts until hearts are broken
// unless the player only has hearts cards.
if (m_trick.is_empty()) {
if (are_hearts_broken() || card.suit() != Cards::Suit::Hearts)
return true;
auto non_hearts_card = player.hand.first_matching([](auto const& other_card) {
return !other_card.is_null() && other_card->suit() != Cards::Suit::Hearts;
});
auto only_has_hearts = !non_hearts_card.has_value();
if (!only_has_hearts && explanation)
*explanation = "Hearts haven't been broken.";
return only_has_hearts;
}
// Player must follow suit unless they don't have any matching cards.
auto leading_card_suit = m_trick[0]->suit();
if (leading_card_suit == card.suit())
return true;
auto has_matching_card = player.has_card_of_suit(leading_card_suit);
if (has_matching_card && explanation)
*explanation = "You must follow suit.";
return !has_matching_card;
}
bool Game::are_hearts_broken() const
{
for (auto& player : m_players)
for (auto& card : player.cards_taken)
if (card->suit() == Cards::Suit::Hearts)
return true;
return false;
}
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)
{
DeprecatedString explanation;
if (!is_valid_play(m_players[0], card, &explanation)) {
if (m_inverted_card)
m_inverted_card->set_inverted(false);
card.set_inverted(true);
update(card.rect());
m_inverted_card = card;
on_status_change(String::formatted("You can't play this card: {}", explanation).release_value_but_fixme_should_propagate_errors());
continue_game_after_delay();
return;
}
play_card(m_players[0], card_index);
}
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);
if (event.button() != GUI::MouseButton::Primary)
return;
if (!m_human_can_play)
return;
for (ssize_t i = m_players[0].hand.size() - 1; i >= 0; i--) {
auto& card = m_players[0].hand[i];
if (card.is_null())
continue;
if (card->rect().contains(event.position())) {
card_clicked(i, *card);
break;
}
}
}
int Game::calculate_score(Player& player)
{
Optional<int> min_score;
Optional<int> max_score;
int player_score = 0;
for (auto& other_player : m_players) {
int score = 0;
for (auto& card : other_player.cards_taken)
if (card->suit() == Cards::Suit::Spades && card->rank() == Cards::Rank::Queen)
score += 13;
else if (card->suit() == Cards::Suit::Hearts)
score++;
if (!min_score.has_value() || score < min_score.value())
min_score = score;
if (!max_score.has_value() || score > max_score.value())
max_score = score;
if (&other_player == &player)
player_score = score;
}
constexpr int sum_points_of_all_cards = 26;
if (player_score == sum_points_of_all_cards)
return 0;
else if (max_score.value() == sum_points_of_all_cards)
return 26;
else
return player_score;
}
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);
Gfx::IntRect update_rect = card.rect();
card.set_position(card.position().translated(0, card_highlight_offset));
update_rect = update_rect.united(card.rect());
update(update_rect);
}
void Game::unhighlight_card(Card& card)
{
VERIFY(m_cards_highlighted.contains(card));
m_cards_highlighted.remove(card);
Gfx::IntRect update_rect = card.rect();
card.set_position(card.position().translated(0, -card_highlight_offset));
update_rect = update_rect.united(card.rect());
update(update_rect);
}
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(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()
{
Vector<NonnullRefPtr<Card>> first_player_cards;
for (auto& card : m_cards_highlighted)
first_player_cards.append(*card);
clear_highlighted_cards();
VERIFY(first_player_cards.size() == 3);
Vector<NonnullRefPtr<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);
Gfx::IntRect update_rect;
for (auto& card : player.hand)
update_rect = update_rect.united(card->rect());
update(update_rect);
}
m_state = State::PassingAccept;
m_passing_button->set_text("OK"_string);
m_passing_button->set_enabled(true);
}
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);
GUI::Painter painter(*this);
painter.add_clip_rect(frame_inner_rect());
painter.add_clip_rect(event.rect());
Gfx::Color background_color = this->background_color();
painter.clear_rect(frame_inner_rect(), background_color);
for (auto& player : m_players) {
auto& font = painter.font().bold_variant();
painter.draw_text(player.name_position, player.name, font, player.name_alignment, Color::Black, Gfx::TextElision::None);
if (!game_ended()) {
for (auto& card : player.hand)
if (!card.is_null())
card->paint(painter);
} else {
// FIXME: reposition cards in advance_game() maybe
auto card_position = player.first_card_position;
for (auto& card : player.cards_taken) {
card->set_upside_down(false);
card->set_position(card_position);
card->paint(painter);
card_position.translate_by(player.card_offset);
}
}
}
for (size_t i = 0; i < m_trick.size(); i++)
m_trick[i]->paint(painter);
}
void Game::dump_state() const
{
if constexpr (HEARTS_DEBUG) {
dbgln("------------------------------");
for (uint8_t i = 0; i < 4; ++i) {
auto& player = m_players[i];
dbgln("Player {}", player.name);
dbgln("Hand:");
for (auto const& card : player.hand)
if (card.is_null())
dbgln(" <empty>");
else
dbgln(" {}", *card);
dbgln("Taken:");
for (auto const& card : player.cards_taken)
dbgln(" {}", card);
}
}
}
}