Cockatrice/cockatrice/src/game/player/menu/card_menu.cpp
DawnFire42 9e2276a59f
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Refactor zone names (#6686)
* Add ZoneNames constants for protocol zone identifiers. Introduce a centralized ZoneNames namespace providing constexpr constants for zone identifiers used in the client-server protocol. This establishes a single source of truth for zone names like TABLE, GRAVE, EXILE, HAND, DECK, SIDEBOARD, and STACK. The protocol values remain unchanged (e.g., EXILE maps to rfg for backwards compatibility) while providing meaningful constant names.

* refactor(server): use ZoneNames constants in server game logic

 Replace hardcoded zone name strings with ZoneNames:: constants in:
 - server_player.cpp: zone setup, draw, shuffle, mulligan operations
 - server_abstract_player.cpp: card movement and token destruction
 - server_game.cpp: returning cards when players leave

 No functional changes - purely mechanical string literal replacement.

* refactor(client): use ZoneNames constants in core player/zone logic

 Update the foundational player and zone classes to use ZoneNames::
 constants instead of string literals. Changes include:
 - player.h/cpp: zone initialization and builtinZones set
 - card_zone_logic.cpp: zone name translation for UI display
 - table_zone.cpp: table zone operations

 No functional changes - purely mechanical string literal replacement.

* refactor(client): use ZoneNames constants in player actions and events

 Replace zone name strings with ZoneNames:: constants in the player
 action and event handling code. player_actions.cpp contains the most
 extensive changes (~90+ replacements) covering all card movement
 commands.

 No functional changes - purely mechanical string literal replacement.

* refactor(client): use ZoneNames constants in zone menu handlers

 Update all zone-specific menu files to use ZoneNames:: constants
 for QAction data values and zone targeting. This covers context menus
 for cards, graveyard, hand, and exile (RFG) zones.

 No functional changes - purely mechanical string literal replacement.

* refactor(client): use ZoneNames constants in game scene components

 Update remaining game scene components to use ZoneNames:: constants:
 - arrow_item.cpp: arrow drawing between cards
 - game_scene.cpp: zone view positioning
 - message_log_widget.cpp: removes duplicate local static constants
   that were previously defining zone names redundantly
 - phases_toolbar.cpp: phase actions (untap all)

 Notable: message_log_widget.cpp previously had its own local constants
 (TABLE_ZONE_NAME, GRAVE_ZONE_NAME, etc.) which are now removed in favor
 of the centralized ZoneNames:: constants.

* formatting fix
2026-03-12 00:34:05 +01:00

507 lines
17 KiB
C++

#include "card_menu.h"
#include "../../../client/settings/card_counter_settings.h"
#include "../../../interface/widgets/tabs/tab_game.h"
#include "../../board/card_item.h"
#include "../../zones/logic/view_zone_logic.h"
#include "../card_menu_action_type.h"
#include "../player.h"
#include "../player_actions.h"
#include "move_menu.h"
#include "pt_menu.h"
#include <libcockatrice/card/database/card_database_manager.h>
#include <libcockatrice/card/relation/card_relation.h>
#include <libcockatrice/utility/zone_names.h>
CardMenu::CardMenu(Player *_player, const CardItem *_card, bool _shortcutsActive)
: player(_player), card(_card), shortcutsActive(_shortcutsActive)
{
auto playerActions = player->getPlayerActions();
const QList<Player *> &players = player->getGame()->getPlayerManager()->getPlayers().values();
for (auto playerToAdd : players) {
if (playerToAdd == player) {
continue;
}
playersInfo.append(qMakePair(playerToAdd->getPlayerInfo()->getName(), playerToAdd->getPlayerInfo()->getId()));
}
connect(player->getGame()->getPlayerManager(), &PlayerManager::playerRemoved, this, &CardMenu::removePlayer);
aTap = new QAction(this);
aTap->setData(cmTap);
connect(aTap, &QAction::triggered, playerActions, &PlayerActions::cardMenuAction);
aDoesntUntap = new QAction(this);
aDoesntUntap->setData(cmDoesntUntap);
connect(aDoesntUntap, &QAction::triggered, playerActions, &PlayerActions::cardMenuAction);
aAttach = new QAction(this);
connect(aAttach, &QAction::triggered, playerActions, &PlayerActions::actAttach);
aUnattach = new QAction(this);
connect(aUnattach, &QAction::triggered, playerActions, &PlayerActions::actUnattach);
aDrawArrow = new QAction(this);
connect(aDrawArrow, &QAction::triggered, playerActions, &PlayerActions::actDrawArrow);
aSetAnnotation = new QAction(this);
connect(aSetAnnotation, &QAction::triggered, playerActions, &PlayerActions::actSetAnnotation);
aFlip = new QAction(this);
aFlip->setData(cmFlip);
connect(aFlip, &QAction::triggered, player->getPlayerActions(), &PlayerActions::cardMenuAction);
aPeek = new QAction(this);
aPeek->setData(cmPeek);
connect(aPeek, &QAction::triggered, player->getPlayerActions(), &PlayerActions::cardMenuAction);
aClone = new QAction(this);
aClone->setData(cmClone);
connect(aClone, &QAction::triggered, player->getPlayerActions(), &PlayerActions::cardMenuAction);
aSelectAll = new QAction(this);
connect(aSelectAll, &QAction::triggered, playerActions, &PlayerActions::actSelectAll);
aSelectRow = new QAction(this);
connect(aSelectRow, &QAction::triggered, playerActions, &PlayerActions::actSelectRow);
aSelectColumn = new QAction(this);
connect(aSelectColumn, &QAction::triggered, playerActions, &PlayerActions::actSelectColumn);
aPlay = new QAction(this);
connect(aPlay, &QAction::triggered, playerActions, &PlayerActions::actPlay);
aHide = new QAction(this);
connect(aHide, &QAction::triggered, playerActions, &PlayerActions::actHide);
aPlayFacedown = new QAction(this);
connect(aPlayFacedown, &QAction::triggered, playerActions, &PlayerActions::actPlayFacedown);
aRevealToAll = new QAction(this);
mCardCounters = new QMenu;
for (int i = 0; i < 6; ++i) {
auto *tempAddCounter = new QAction(this);
tempAddCounter->setData(9 + i * 1000);
auto *tempRemoveCounter = new QAction(this);
tempRemoveCounter->setData(10 + i * 1000);
auto *tempSetCounter = new QAction(this);
tempSetCounter->setData(11 + i * 1000);
aAddCounter.append(tempAddCounter);
aRemoveCounter.append(tempRemoveCounter);
aSetCounter.append(tempSetCounter);
connect(tempAddCounter, &QAction::triggered, playerActions, &PlayerActions::actCardCounterTrigger);
connect(tempRemoveCounter, &QAction::triggered, playerActions, &PlayerActions::actCardCounterTrigger);
connect(tempSetCounter, &QAction::triggered, playerActions, &PlayerActions::actCardCounterTrigger);
}
setShortcutsActive();
retranslateUi();
if (card == nullptr) {
return;
}
bool revealedCard = false;
bool writeableCard = player->getPlayerInfo()->getLocalOrJudge();
if (auto *view = qobject_cast<ZoneViewZoneLogic *>(card->getZone())) {
if (view->getRevealZone()) {
if (view->getWriteableRevealZone()) {
writeableCard = true;
} else {
revealedCard = true;
}
}
}
if (revealedCard) {
addAction(aHide);
addAction(aClone);
addSeparator();
addAction(aSelectAll);
addAction(aSelectColumn);
addRelatedCardView();
} else if (writeableCard) {
if (card->getZone()) {
if (card->getZone()->getName() == ZoneNames::TABLE) {
createTableMenu();
} else if (card->getZone()->getName() == ZoneNames::STACK) {
createStackMenu();
} else if (card->getZone()->getName() == ZoneNames::EXILE ||
card->getZone()->getName() == ZoneNames::GRAVE) {
createGraveyardOrExileMenu();
} else {
createHandOrCustomZoneMenu();
}
} else {
addMenu(new MoveMenu(player));
}
} else {
if (card->getZone() && card->getZone()->getName() != ZoneNames::HAND) {
addAction(aDrawArrow);
addSeparator();
addRelatedCardView();
addRelatedCardActions();
addSeparator();
addAction(aClone);
addSeparator();
addAction(aSelectAll);
}
}
}
void CardMenu::removePlayer(Player *playerToRemove)
{
for (auto it = playersInfo.begin(); it != playersInfo.end();) {
if (it->second == playerToRemove->getPlayerInfo()->getId()) {
it = playersInfo.erase(it);
} else {
++it;
}
}
}
void CardMenu::createTableMenu()
{
// Card is on the battlefield
bool canModifyCard = player->getPlayerInfo()->judge || card->getOwner() == player;
if (!canModifyCard) {
addRelatedCardView();
addRelatedCardActions();
addSeparator();
addAction(aDrawArrow);
addSeparator();
addAction(aClone);
addSeparator();
addAction(aSelectAll);
addAction(aSelectRow);
return;
}
addAction(aTap);
addAction(aDoesntUntap);
addAction(aFlip);
if (card->getFaceDown()) {
addAction(aPeek);
}
addRelatedCardView();
addRelatedCardActions();
addSeparator();
addAction(aAttach);
if (card->getAttachedTo()) {
addAction(aUnattach);
}
addAction(aDrawArrow);
addSeparator();
addMenu(new PtMenu(player));
addAction(aSetAnnotation);
addSeparator();
addAction(aClone);
addMenu(new MoveMenu(player));
addSeparator();
addAction(aSelectAll);
addAction(aSelectRow);
addSeparator();
mCardCounters->clear();
for (int i = 0; i < aAddCounter.size(); ++i) {
mCardCounters->addSeparator();
mCardCounters->addAction(aAddCounter[i]);
if (card->getCounters().contains(i)) {
mCardCounters->addAction(aRemoveCounter[i]);
}
mCardCounters->addAction(aSetCounter[i]);
}
addSeparator();
addMenu(mCardCounters);
}
void CardMenu::createStackMenu()
{
bool canModifyCard = player->getPlayerInfo()->judge || card->getOwner() == player;
// Card is on the stack
if (canModifyCard) {
addAction(aAttach);
addAction(aDrawArrow);
addSeparator();
addAction(aClone);
addMenu(new MoveMenu(player));
addSeparator();
addAction(aSelectAll);
} else {
addAction(aDrawArrow);
addSeparator();
addAction(aClone);
addSeparator();
addAction(aSelectAll);
}
addRelatedCardView();
addRelatedCardActions();
}
void CardMenu::createGraveyardOrExileMenu()
{
bool canModifyCard = player->getPlayerInfo()->judge || card->getOwner() == player;
// Card is in the graveyard or exile
if (canModifyCard) {
addAction(aPlay);
addAction(aPlayFacedown);
addSeparator();
addAction(aClone);
addMenu(new MoveMenu(player));
addSeparator();
addAction(aSelectAll);
addAction(aSelectColumn);
addSeparator();
addAction(aAttach);
addAction(aDrawArrow);
} else {
addAction(aClone);
addSeparator();
addAction(aSelectAll);
addAction(aSelectColumn);
addSeparator();
addAction(aDrawArrow);
}
addRelatedCardView();
addRelatedCardActions();
}
void CardMenu::createHandOrCustomZoneMenu()
{
// Card is in hand or a custom zone specified by server
addAction(aPlay);
addAction(aPlayFacedown);
QMenu *revealMenu = addMenu(tr("Re&veal to..."));
initContextualPlayersMenu(revealMenu, aRevealToAll);
connect(revealMenu, &QMenu::triggered, player->getPlayerActions(), &PlayerActions::actReveal);
addSeparator();
addAction(aClone);
addMenu(new MoveMenu(player));
// actions that are really wonky when done from deck or sideboard
if (card->getZone()->getName() == ZoneNames::HAND) {
addSeparator();
addAction(aAttach);
addAction(aDrawArrow);
}
addSeparator();
addAction(aSelectAll);
if (qobject_cast<ZoneViewZoneLogic *>(card->getZone())) {
addAction(aSelectColumn);
}
addRelatedCardView();
if (card->getZone()->getName() == ZoneNames::HAND) {
addRelatedCardActions();
}
}
/**
* @brief Populates the menu with an action for each active player.
*
* The "all players" action is created separately, so it has to be passed into this function.
* It will be put at the top of the menu.
*
* @param menu The menu to add the player actions to.
* @param allPlayersAction The action for "all players".
*/
void CardMenu::initContextualPlayersMenu(QMenu *menu, QAction *allPlayersAction)
{
allPlayersAction->setData(-1);
menu->addAction(allPlayersAction);
menu->addSeparator();
for (const auto &playerInfo : playersInfo) {
menu->addAction(playerInfo.first)->setData(playerInfo.second);
}
}
void CardMenu::addRelatedCardView()
{
if (!card) {
return;
}
auto exactCard = card->getCard();
if (!exactCard) {
return;
}
bool atLeastOneGoodRelationFound = false;
QList<CardRelation *> relatedCards = exactCard.getInfo().getAllRelatedCards();
for (const CardRelation *cardRelation : relatedCards) {
CardInfoPtr relatedCard = CardDatabaseManager::query()->getCardInfo(cardRelation->getName());
if (relatedCard != nullptr) {
atLeastOneGoodRelationFound = true;
break;
}
}
if (!atLeastOneGoodRelationFound) {
return;
}
addSeparator();
auto viewRelatedCards = new QMenu(tr("View related cards"));
addMenu(viewRelatedCards);
for (const CardRelation *relatedCard : relatedCards) {
QString relatedCardName = relatedCard->getName();
CardRef cardRef = {relatedCardName, exactCard.getPrinting().getUuid()};
QAction *viewCard = viewRelatedCards->addAction(relatedCardName);
Q_UNUSED(viewCard);
connect(viewCard, &QAction::triggered, player->getGame(),
[this, cardRef] { player->getGame()->getTab()->viewCardInfo(cardRef); });
}
}
void CardMenu::addRelatedCardActions()
{
if (!card) {
return;
}
auto exactCard = card->getCard();
if (!exactCard) {
return;
}
QList<CardRelation *> relatedCards = exactCard.getInfo().getAllRelatedCards();
if (relatedCards.isEmpty()) {
return;
}
addSeparator();
int index = 0;
QAction *createRelatedCards = nullptr;
for (const CardRelation *cardRelation : relatedCards) {
ExactCard relatedCard =
CardDatabaseManager::query()->getCardFromSameSet(cardRelation->getName(), card->getCard().getPrinting());
if (!relatedCard) {
relatedCard = CardDatabaseManager::query()->getCard({cardRelation->getName()});
}
if (!relatedCard) {
continue;
}
QString relatedCardName;
if (relatedCard.getInfo().getPowTough().size() > 0) {
relatedCardName = relatedCard.getInfo().getPowTough() + " " + relatedCard.getName(); // "n/n name"
} else {
relatedCardName = relatedCard.getName(); // "name"
}
QString text = tr("Token: ");
if (cardRelation->getDoesAttach()) {
text +=
tr(cardRelation->getDoesTransform() ? "Transform into " : "Attach to ") + "\"" + relatedCardName + "\"";
} else if (cardRelation->getIsVariable()) {
text += "X " + relatedCardName;
} else if (cardRelation->getDefaultCount() != 1) {
text += QString::number(cardRelation->getDefaultCount()) + "x " + relatedCardName;
} else {
text += relatedCardName;
}
if (createRelatedCards == nullptr) {
if (relatedCards.length() == 1) {
createRelatedCards = new QAction(text, this); // set actCreateAllRelatedCards with this text
break; // do not set an individual entry as there is only one entry
} else {
createRelatedCards = new QAction(tr("All tokens"), this);
}
}
auto *createRelated = new QAction(text, this);
createRelated->setData(QVariant(index++));
connect(createRelated, &QAction::triggered, player->getPlayerActions(), &PlayerActions::actCreateRelatedCard);
addAction(createRelated);
}
if (createRelatedCards) {
if (shortcutsActive) {
createRelatedCards->setShortcuts(
SettingsCache::instance().shortcuts().getShortcut("Player/aCreateRelatedTokens"));
}
connect(createRelatedCards, &QAction::triggered, player->getPlayerActions(),
&PlayerActions::actCreateAllRelatedCards);
addAction(createRelatedCards);
}
}
void CardMenu::retranslateUi()
{
aSelectAll->setText(tr("&Select All"));
aSelectRow->setText(tr("S&elect Row"));
aSelectColumn->setText(tr("S&elect Column"));
aPlay->setText(tr("&Play"));
aHide->setText(tr("&Hide"));
aPlayFacedown->setText(tr("Play &Face Down"));
aRevealToAll->setText(tr("&All players"));
//: Turn sideways or back again
aTap->setText(tr("&Tap / Untap"));
aDoesntUntap->setText(tr("Toggle &normal untapping"));
//: Turn face up/face down
aFlip->setText(tr("T&urn Over")); // Only the user facing names in client got renamed to "turn over"
// All code and proto bits are still unchanged (flip) for compatibility reasons
// A protocol rewrite with v3 could incorporate that, see #3100
aPeek->setText(tr("&Peek at card face"));
aClone->setText(tr("&Clone"));
aAttach->setText(tr("Attac&h to card..."));
aUnattach->setText(tr("Unattac&h"));
aDrawArrow->setText(tr("&Draw arrow..."));
aSetAnnotation->setText(tr("&Set annotation..."));
mCardCounters->setTitle(tr("Ca&rd counters"));
auto &cardCounterSettings = SettingsCache::instance().cardCounters();
for (int i = 0; i < aAddCounter.size(); ++i) {
aAddCounter[i]->setText(tr("&Add counter (%1)").arg(cardCounterSettings.displayName(i)));
}
for (int i = 0; i < aRemoveCounter.size(); ++i) {
aRemoveCounter[i]->setText(tr("&Remove counter (%1)").arg(cardCounterSettings.displayName(i)));
}
for (int i = 0; i < aSetCounter.size(); ++i) {
aSetCounter[i]->setText(tr("&Set counters (%1)...").arg(cardCounterSettings.displayName(i)));
}
}
void CardMenu::setShortcutsActive()
{
ShortcutsSettings &shortcuts = SettingsCache::instance().shortcuts();
aHide->setShortcuts(shortcuts.getShortcut("Player/aHide"));
aPlay->setShortcuts(shortcuts.getShortcut("Player/aPlay"));
aPlayFacedown->setShortcuts(shortcuts.getShortcut("Player/aPlayFacedown"));
aRevealToAll->setShortcuts(shortcuts.getShortcut("Player/aRevealToAll"));
aTap->setShortcuts(shortcuts.getShortcut("Player/aTap"));
aDoesntUntap->setShortcuts(shortcuts.getShortcut("Player/aDoesntUntap"));
aFlip->setShortcuts(shortcuts.getShortcut("Player/aFlip"));
aPeek->setShortcuts(shortcuts.getShortcut("Player/aPeek"));
aClone->setShortcuts(shortcuts.getShortcut("Player/aClone"));
aAttach->setShortcuts(shortcuts.getShortcut("Player/aAttach"));
aUnattach->setShortcuts(shortcuts.getShortcut("Player/aUnattach"));
aDrawArrow->setShortcuts(shortcuts.getShortcut("Player/aDrawArrow"));
aSetAnnotation->setShortcuts(shortcuts.getShortcut("Player/aSetAnnotation"));
aSelectAll->setShortcuts(shortcuts.getShortcut("Player/aSelectAll"));
aSelectRow->setShortcuts(shortcuts.getShortcut("Player/aSelectRow"));
aSelectColumn->setShortcuts(shortcuts.getShortcut("Player/aSelectColumn"));
static const QStringList colorWords = {"Red", "Yellow", "Green", "Cyan", "Purple", "Magenta"};
for (int i = 0; i < aAddCounter.size(); i++) {
aAddCounter[i]->setShortcuts(shortcuts.getShortcut("Player/aCC" + colorWords[i]));
aRemoveCounter[i]->setShortcuts(shortcuts.getShortcut("Player/aRC" + colorWords[i]));
aSetCounter[i]->setShortcuts(shortcuts.getShortcut("Player/aSC" + colorWords[i]));
}
}