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https://github.com/LadybirdBrowser/ladybird.git
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LibCards+Games: Replace card "value" int with a Rank enum
Because `card->value() == 11` is a lot less clear than `card->rank() == Cards::Rank::Queen`, and also safer. Put this, along with the `Suit` enum, in the `Cards` namespace directly instead of inside `Cards::Card`. Slightly less typing that way.
This commit is contained in:
parent
163a74e3e2
commit
aac2488d5c
Notes:
sideshowbarker
2024-07-17 08:04:21 +09:00
Author: https://github.com/AtkinsSJ
Commit: aac2488d5c
Pull-request: https://github.com/SerenityOS/serenity/pull/14956
Reviewed-by: https://github.com/krkk
9 changed files with 121 additions and 75 deletions
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@ -203,10 +203,10 @@ void Game::setup(String player_name, int hand_number)
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deck.ensure_capacity(Card::card_count * 4);
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for (int i = 0; i < Card::card_count; ++i) {
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deck.append(Card::construct(Card::Suit::Clubs, i));
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deck.append(Card::construct(Card::Suit::Spades, i));
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deck.append(Card::construct(Card::Suit::Hearts, i));
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deck.append(Card::construct(Card::Suit::Diamonds, i));
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deck.append(Card::construct(Cards::Suit::Clubs, static_cast<Cards::Rank>(i)));
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deck.append(Card::construct(Cards::Suit::Spades, static_cast<Cards::Rank>(i)));
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deck.append(Card::construct(Cards::Suit::Hearts, static_cast<Cards::Rank>(i)));
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deck.append(Card::construct(Cards::Suit::Diamonds, static_cast<Cards::Rank>(i)));
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}
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for (auto& player : m_players) {
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@ -314,7 +314,7 @@ bool Game::other_player_has_queen_of_spades(Player& player)
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for (auto& other_player : m_players) {
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if (&player != &other_player) {
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for (auto& other_card : other_player.hand) {
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if (other_card && other_card->suit() == Card::Suit::Spades && hearts_card_value(*other_card) == CardValue::Queen)
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if (other_card && other_card->suit() == Cards::Suit::Spades && hearts_card_value(*other_card) == CardValue::Queen)
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return true;
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}
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}
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@ -335,7 +335,7 @@ size_t Game::pick_card(Player& player)
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bool is_first_trick = m_trick_number == 0;
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if (is_leading_player) {
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if (is_first_trick) {
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auto clubs_2 = player.pick_specific_card(Card::Suit::Clubs, CardValue::Number_2);
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auto clubs_2 = player.pick_specific_card(Cards::Suit::Clubs, CardValue::Number_2);
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VERIFY(clubs_2.has_value());
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return clubs_2.value();
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} else {
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@ -352,8 +352,8 @@ size_t Game::pick_card(Player& player)
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for (auto& card : m_trick)
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if (high_card->suit() == card.suit() && hearts_card_value(card) > hearts_card_value(*high_card))
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high_card = &card;
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if (high_card->suit() == Card::Suit::Spades && hearts_card_value(*high_card) > CardValue::Queen)
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RETURN_CARD_IF_VALID(player.pick_specific_card(Card::Suit::Spades, CardValue::Queen));
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if (high_card->suit() == Cards::Suit::Spades && hearts_card_value(*high_card) > CardValue::Queen)
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RETURN_CARD_IF_VALID(player.pick_specific_card(Cards::Suit::Spades, CardValue::Queen));
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auto card_has_points = [](Card& card) { return hearts_card_points(card) > 0; };
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auto trick_has_points = m_trick.first_matching(card_has_points).has_value();
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bool is_trailing_player = m_trick.size() == 3;
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@ -376,7 +376,7 @@ size_t Game::pick_card(Player& player)
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if (is_third_player && !trick_has_points) {
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play_highest_value_card = true;
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if (high_card->suit() == Card::Suit::Spades && other_player_has_queen_of_spades(player)) {
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if (high_card->suit() == Cards::Suit::Spades && other_player_has_queen_of_spades(player)) {
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Optional<size_t> chosen_card_index = player.pick_low_points_high_value_card(high_card->suit());
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if (chosen_card_index.has_value()) {
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auto& card = player.hand[chosen_card_index.value()];
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@ -518,7 +518,7 @@ void Game::advance_game()
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// Find whoever has 2 of Clubs, they get to play the first card
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for (auto& player : m_players) {
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auto clubs_2_card = player.hand.first_matching([](auto& card) {
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return card->suit() == Card::Suit::Clubs && hearts_card_value(*card) == CardValue::Number_2;
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return card->suit() == Cards::Suit::Clubs && hearts_card_value(*card) == CardValue::Number_2;
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});
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if (clubs_2_card.has_value()) {
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m_leading_player = &player;
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@ -632,7 +632,7 @@ bool Game::is_valid_play(Player& player, Card& card, String* explanation) const
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if (m_trick_number == 0 && m_trick.is_empty()) {
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if (explanation)
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*explanation = "The first card must be Two of Clubs.";
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return card.suit() == Card::Suit::Clubs && hearts_card_value(card) == CardValue::Number_2;
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return card.suit() == Cards::Suit::Clubs && hearts_card_value(card) == CardValue::Number_2;
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}
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// Can't play hearts or The Queen in the first trick.
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@ -646,7 +646,7 @@ bool Game::is_valid_play(Player& player, Card& card, String* explanation) const
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}
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// ... unless the player only has points cards (e.g. all Hearts or
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// 12 Hearts + Queen of Spades), in which case they're allowed to play Hearts.
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if (all_points_cards && card.suit() == Card::Suit::Hearts)
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if (all_points_cards && card.suit() == Cards::Suit::Hearts)
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return true;
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if (explanation)
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*explanation = "You can't play a card worth points in the first trick.";
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@ -656,10 +656,10 @@ bool Game::is_valid_play(Player& player, Card& card, String* explanation) const
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// Leading card can't be hearts until hearts are broken
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// unless the player only has hearts cards.
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if (m_trick.is_empty()) {
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if (are_hearts_broken() || card.suit() != Card::Suit::Hearts)
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if (are_hearts_broken() || card.suit() != Cards::Suit::Hearts)
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return true;
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auto non_hearts_card = player.hand.first_matching([](auto const& other_card) {
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return !other_card.is_null() && other_card->suit() != Card::Suit::Hearts;
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return !other_card.is_null() && other_card->suit() != Cards::Suit::Hearts;
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});
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auto only_has_hearts = !non_hearts_card.has_value();
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if (!only_has_hearts && explanation)
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@ -681,7 +681,7 @@ bool Game::are_hearts_broken() const
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{
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for (auto& player : m_players)
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for (auto& card : player.cards_taken)
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if (card->suit() == Card::Suit::Hearts)
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if (card->suit() == Cards::Suit::Hearts)
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return true;
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return false;
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}
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@ -750,9 +750,9 @@ int Game::calculate_score(Player& player)
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for (auto& other_player : m_players) {
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int score = 0;
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for (auto& card : other_player.cards_taken)
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if (card->suit() == Card::Suit::Spades && card->value() == 11)
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if (card->suit() == Cards::Suit::Spades && card->rank() == Cards::Rank::Queen)
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score += 13;
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else if (card->suit() == Card::Suit::Hearts)
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else if (card->suit() == Cards::Suit::Hearts)
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score++;
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if (!min_score.has_value() || score < min_score.value())
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min_score = score;
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@ -31,17 +31,17 @@ enum class CardValue : uint8_t {
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inline CardValue hearts_card_value(Card const& card)
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{
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// Ace has a higher value than all other cards in Hearts
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if (card.value() == 0)
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if (card.rank() == Cards::Rank::Ace)
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return CardValue::Ace;
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else
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return static_cast<CardValue>(card.value() - 1);
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return static_cast<CardValue>(to_underlying(card.rank()) - 1);
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}
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inline uint8_t hearts_card_points(Card const& card)
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{
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if (card.suit() == Card::Suit::Hearts)
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if (card.suit() == Cards::Suit::Hearts)
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return 1;
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else if (card.suit() == Card::Suit::Spades && hearts_card_value(card) == CardValue::Queen)
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else if (card.suit() == Cards::Suit::Spades && hearts_card_value(card) == CardValue::Queen)
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return 13;
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else
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return 0;
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@ -71,7 +71,7 @@ size_t Player::pick_lead_card(Function<bool(Card&)> valid_play, Function<bool(Ca
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return last_index;
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}
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Optional<size_t> Player::pick_low_points_high_value_card(Optional<Card::Suit> suit)
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Optional<size_t> Player::pick_low_points_high_value_card(Optional<Cards::Suit> suit)
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{
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auto sorted_hand = hand_sorted_by_fn(compare_card_value);
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int min_points = -1;
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@ -115,10 +115,10 @@ Optional<size_t> Player::pick_slightly_higher_value_card(Card& other_card)
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size_t Player::pick_max_points_card(Function<bool(Card&)> ignore_card)
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{
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auto queen_of_spades_maybe = pick_specific_card(Card::Suit::Spades, CardValue::Queen);
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auto queen_of_spades_maybe = pick_specific_card(Cards::Suit::Spades, CardValue::Queen);
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if (queen_of_spades_maybe.has_value())
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return queen_of_spades_maybe.value();
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if (has_card_of_suit(Card::Suit::Hearts)) {
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if (has_card_of_suit(Cards::Suit::Hearts)) {
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auto highest_hearts_card_index = pick_last_card();
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auto& card = hand[highest_hearts_card_index];
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if (!ignore_card(*card))
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@ -127,7 +127,7 @@ size_t Player::pick_max_points_card(Function<bool(Card&)> ignore_card)
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return pick_low_points_high_value_card().value();
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}
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Optional<size_t> Player::pick_specific_card(Card::Suit suit, CardValue value)
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Optional<size_t> Player::pick_specific_card(Cards::Suit suit, CardValue value)
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{
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for (size_t i = 0; i < hand.size(); i++) {
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auto& card = hand[i];
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@ -150,7 +150,7 @@ size_t Player::pick_last_card()
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VERIFY_NOT_REACHED();
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}
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bool Player::has_card_of_suit(Card::Suit suit)
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bool Player::has_card_of_suit(Cards::Suit suit)
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{
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auto matching_card = hand.first_matching([&](auto const& other_card) {
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return !other_card.is_null() && other_card->suit() == suit;
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@ -35,13 +35,13 @@ public:
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NonnullRefPtrVector<Card> pick_cards_to_pass(PassingDirection);
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size_t pick_lead_card(Function<bool(Card&)>, Function<bool(Card&)>);
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Optional<size_t> pick_low_points_high_value_card(Optional<Card::Suit> suit = {});
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Optional<size_t> pick_low_points_high_value_card(Optional<Cards::Suit> suit = {});
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Optional<size_t> pick_lower_value_card(Card& other_card);
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Optional<size_t> pick_slightly_higher_value_card(Card& other_card);
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size_t pick_max_points_card(Function<bool(Card&)>);
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Optional<size_t> pick_specific_card(Card::Suit suit, CardValue value);
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Optional<size_t> pick_specific_card(Cards::Suit suit, CardValue value);
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size_t pick_last_card();
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bool has_card_of_suit(Card::Suit suit);
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bool has_card_of_suit(Cards::Suit suit);
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Vector<CardWithIndex> hand_sorted_by_fn(bool (*)(CardWithIndex&, CardWithIndex&)) const;
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void sort_hand() { quick_sort(hand, hearts_card_less); }
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@ -90,7 +90,7 @@ void Game::timer_event(Core::TimerEvent&)
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void Game::create_new_animation_card()
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{
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auto card = Card::construct(static_cast<Card::Suit>(get_random_uniform(to_underlying(Card::Suit::__Count))), get_random_uniform(Card::card_count));
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auto card = Card::construct(static_cast<Cards::Suit>(get_random_uniform(to_underlying(Cards::Suit::__Count))), static_cast<Cards::Rank>(get_random_uniform(to_underlying(Cards::Rank::__Count))));
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card->set_position({ get_random_uniform(Game::width - Card::width), get_random_uniform(Game::height / 8) });
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int x_sgn = card->position().x() > (Game::width / 2) ? -1 : 1;
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@ -163,10 +163,10 @@ void Game::setup(Mode mode)
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on_undo_availability_change(false);
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for (int i = 0; i < Card::card_count; ++i) {
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m_new_deck.append(Card::construct(Card::Suit::Clubs, i));
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m_new_deck.append(Card::construct(Card::Suit::Spades, i));
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m_new_deck.append(Card::construct(Card::Suit::Hearts, i));
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m_new_deck.append(Card::construct(Card::Suit::Diamonds, i));
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m_new_deck.append(Card::construct(Cards::Suit::Clubs, static_cast<Cards::Rank>(i)));
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m_new_deck.append(Card::construct(Cards::Suit::Spades, static_cast<Cards::Rank>(i)));
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m_new_deck.append(Card::construct(Cards::Suit::Hearts, static_cast<Cards::Rank>(i)));
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m_new_deck.append(Card::construct(Cards::Suit::Diamonds, static_cast<Cards::Rank>(i)));
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}
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for (uint8_t i = 0; i < 200; ++i)
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@ -55,13 +55,13 @@ void Game::setup(Mode mode)
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switch (m_mode) {
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case Mode::SingleSuit:
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for (int j = 0; j < 8; j++) {
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deck.append(Card::construct(Card::Suit::Spades, i));
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deck.append(Card::construct(Cards::Suit::Spades, static_cast<Cards::Rank>(i)));
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}
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break;
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case Mode::TwoSuit:
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for (int j = 0; j < 4; j++) {
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deck.append(Card::construct(Card::Suit::Spades, i));
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deck.append(Card::construct(Card::Suit::Hearts, i));
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deck.append(Card::construct(Cards::Suit::Spades, static_cast<Cards::Rank>(i)));
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deck.append(Card::construct(Cards::Suit::Hearts, static_cast<Cards::Rank>(i)));
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}
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break;
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default:
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@ -150,15 +150,14 @@ void Game::detect_full_stacks()
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break;
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if (!started) {
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if (card.value() != 0) {
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if (card.rank() != Cards::Rank::Ace)
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break;
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}
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started = true;
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color = card.color();
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} else if (card.value() != last_value + 1 || card.color() != color) {
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} else if (to_underlying(card.rank()) != last_value + 1 || card.color() != color) {
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break;
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} else if (card.value() == Card::card_count - 1) {
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} else if (card.rank() == Cards::Rank::King) {
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// we have a full set
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auto original_current_rect = current_pile.bounding_box();
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update_score(101);
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}
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last_value = card.value();
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last_value = to_underlying(card.rank());
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}
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}
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@ -67,13 +67,13 @@ static constexpr Gfx::CharacterBitmap s_club {
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static RefPtr<Gfx::Bitmap> s_background;
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static RefPtr<Gfx::Bitmap> s_background_inverted;
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Card::Card(Suit suit, uint8_t value)
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Card::Card(Suit suit, Rank rank)
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: m_rect(Gfx::IntRect({}, { width, height }))
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, m_front(Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, { width, height }).release_value_but_fixme_should_propagate_errors())
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, m_suit(suit)
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, m_value(value)
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, m_rank(rank)
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{
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VERIFY(value < card_count);
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VERIFY(to_underlying(rank) < card_count);
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Gfx::IntRect paint_rect({ 0, 0 }, { width, height });
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if (s_background.is_null()) {
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@ -99,7 +99,6 @@ Card::Card(Suit suit, uint8_t value)
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Gfx::Painter painter(m_front);
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auto& font = Gfx::FontDatabase::default_font().bold_variant();
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auto label = labels[value];
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painter.fill_rect_with_rounded_corners(paint_rect, Color::Black, card_radius);
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paint_rect.shrink(2, 2);
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painter.fill_rect_with_rounded_corners(paint_rect, Color::White, card_radius - 1);
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@ -108,7 +107,7 @@ Card::Card(Suit suit, uint8_t value)
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paint_rect.shrink(10, 6);
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auto text_rect = Gfx::IntRect { 4, 6, font.width("10"sv), font.glyph_height() };
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painter.draw_text(text_rect, label, font, Gfx::TextAlignment::Center, color());
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painter.draw_text(text_rect, card_rank_label(m_rank), font, Gfx::TextAlignment::Center, color());
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auto const& symbol = [&]() -> Gfx::CharacterBitmap const& {
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switch (m_suit) {
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@ -1,48 +1,96 @@
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/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* Copyright (c) 2022, the SerenityOS developers.
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* Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Array.h>
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#include <AK/Format.h>
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#include <LibCore/Object.h>
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#include <LibGUI/Painter.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/CharacterBitmap.h>
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#include <LibGfx/Rect.h>
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#include <ctype.h>
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namespace Cards {
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enum class Rank : u8 {
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Ace,
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Two,
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Three,
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Four,
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Five,
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Six,
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Seven,
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Eight,
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Nine,
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Ten,
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Jack,
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Queen,
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King,
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__Count
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};
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constexpr StringView card_rank_label(Rank rank)
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{
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switch (rank) {
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case Rank::Ace:
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return "A"sv;
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case Rank::Two:
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return "2"sv;
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case Rank::Three:
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return "3"sv;
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case Rank::Four:
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return "4"sv;
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case Rank::Five:
|
||||
return "5"sv;
|
||||
case Rank::Six:
|
||||
return "6"sv;
|
||||
case Rank::Seven:
|
||||
return "7"sv;
|
||||
case Rank::Eight:
|
||||
return "8"sv;
|
||||
case Rank::Nine:
|
||||
return "9"sv;
|
||||
case Rank::Ten:
|
||||
return "10"sv;
|
||||
case Rank::Jack:
|
||||
return "J"sv;
|
||||
case Rank::Queen:
|
||||
return "Q"sv;
|
||||
case Rank::King:
|
||||
return "K"sv;
|
||||
case Rank::__Count:
|
||||
VERIFY_NOT_REACHED();
|
||||
}
|
||||
VERIFY_NOT_REACHED();
|
||||
}
|
||||
|
||||
enum class Suit : u8 {
|
||||
Clubs,
|
||||
Diamonds,
|
||||
Spades,
|
||||
Hearts,
|
||||
__Count
|
||||
};
|
||||
|
||||
class Card final : public Core::Object {
|
||||
C_OBJECT(Card)
|
||||
public:
|
||||
static constexpr int width = 80;
|
||||
static constexpr int height = 100;
|
||||
static constexpr int card_count = 13;
|
||||
static constexpr int card_count = to_underlying(Rank::__Count);
|
||||
static constexpr int card_radius = 5;
|
||||
static constexpr Array<StringView, card_count> labels = {
|
||||
"A"sv, "2"sv, "3"sv, "4"sv, "5"sv, "6"sv, "7"sv, "8"sv, "9"sv, "10"sv, "J"sv, "Q"sv, "K"sv
|
||||
};
|
||||
|
||||
enum class Suit {
|
||||
Clubs,
|
||||
Diamonds,
|
||||
Spades,
|
||||
Hearts,
|
||||
__Count
|
||||
};
|
||||
|
||||
virtual ~Card() override = default;
|
||||
|
||||
Gfx::IntRect& rect() { return m_rect; }
|
||||
Gfx::IntPoint position() const { return m_rect.location(); }
|
||||
Gfx::IntPoint const& old_position() const { return m_old_position; }
|
||||
uint8_t value() const { return m_value; };
|
||||
Rank rank() const { return m_rank; };
|
||||
Suit suit() const { return m_suit; }
|
||||
|
||||
bool is_old_position_valid() const { return m_old_position_valid; }
|
||||
|
@ -63,7 +111,7 @@ public:
|
|||
void clear_and_draw(GUI::Painter&, Color const& background_color);
|
||||
|
||||
private:
|
||||
Card(Suit suit, uint8_t value);
|
||||
Card(Suit, Rank);
|
||||
|
||||
static NonnullRefPtr<Gfx::Bitmap> invert_bitmap(Gfx::Bitmap&);
|
||||
|
||||
|
@ -72,7 +120,7 @@ private:
|
|||
RefPtr<Gfx::Bitmap> m_front_inverted;
|
||||
Gfx::IntPoint m_old_position;
|
||||
Suit m_suit;
|
||||
uint8_t m_value;
|
||||
Rank m_rank;
|
||||
bool m_old_position_valid { false };
|
||||
bool m_moving { false };
|
||||
bool m_upside_down { false };
|
||||
|
@ -88,22 +136,22 @@ struct AK::Formatter<Cards::Card> : Formatter<FormatString> {
|
|||
StringView suit;
|
||||
|
||||
switch (card.suit()) {
|
||||
case Cards::Card::Suit::Clubs:
|
||||
case Cards::Suit::Clubs:
|
||||
suit = "C"sv;
|
||||
break;
|
||||
case Cards::Card::Suit::Diamonds:
|
||||
case Cards::Suit::Diamonds:
|
||||
suit = "D"sv;
|
||||
break;
|
||||
case Cards::Card::Suit::Hearts:
|
||||
case Cards::Suit::Hearts:
|
||||
suit = "H"sv;
|
||||
break;
|
||||
case Cards::Card::Suit::Spades:
|
||||
case Cards::Suit::Spades:
|
||||
suit = "S"sv;
|
||||
break;
|
||||
default:
|
||||
VERIFY_NOT_REACHED();
|
||||
}
|
||||
|
||||
return Formatter<FormatString>::format(builder, "{:>2}{}"sv, Cards::Card::labels[card.value()], suit);
|
||||
return Formatter<FormatString>::format(builder, "{:>2}{}"sv, Cards::card_rank_label(card.rank()), suit);
|
||||
}
|
||||
};
|
||||
|
|
|
@ -170,12 +170,12 @@ void CardStack::add_all_grabbed_cards(Gfx::IntPoint const& click_location, Nonnu
|
|||
break;
|
||||
}
|
||||
|
||||
if (!color_match || card.value() != last_value - 1) {
|
||||
if (!color_match || to_underlying(card.rank()) != last_value - 1) {
|
||||
valid_stack = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
last_value = card.value();
|
||||
last_value = to_underlying(card.rank());
|
||||
last_color = card.color();
|
||||
}
|
||||
|
||||
|
@ -195,13 +195,13 @@ bool CardStack::is_allowed_to_push(Card const& card, size_t stack_size, Movement
|
|||
if (m_type == Type::Normal && is_empty()) {
|
||||
// FIXME: proper solution for this
|
||||
if (movement_rule == MovementRule::Alternating) {
|
||||
return card.value() == 12;
|
||||
return card.rank() == Rank::King;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if (m_type == Type::Foundation && is_empty())
|
||||
return card.value() == 0;
|
||||
return card.rank() == Rank::Ace;
|
||||
|
||||
if (!is_empty()) {
|
||||
auto& top_card = peek();
|
||||
|
@ -212,7 +212,7 @@ bool CardStack::is_allowed_to_push(Card const& card, size_t stack_size, Movement
|
|||
// Prevent player from dragging an entire stack of cards to the foundation stack
|
||||
if (stack_size > 1)
|
||||
return false;
|
||||
return top_card.suit() == card.suit() && m_stack.size() == card.value();
|
||||
return top_card.suit() == card.suit() && m_stack.size() == to_underlying(card.rank());
|
||||
} else if (m_type == Type::Normal) {
|
||||
bool color_match;
|
||||
switch (movement_rule) {
|
||||
|
@ -227,7 +227,7 @@ bool CardStack::is_allowed_to_push(Card const& card, size_t stack_size, Movement
|
|||
break;
|
||||
}
|
||||
|
||||
return color_match && top_card.value() == card.value() + 1;
|
||||
return color_match && to_underlying(top_card.rank()) == to_underlying(card.rank()) + 1;
|
||||
}
|
||||
|
||||
VERIFY_NOT_REACHED();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue