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/*
* Copyright (C) 1995 Paul Olav Tvete <paul@troll.no>
* Copyright (C) 2000-2009 Stephan Kulow <coolo@kde.org>
* Copyright (C) 2010 Parker Coates <coates@kde.org>
*
* License of original code:
* -------------------------------------------------------------------------
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
* -------------------------------------------------------------------------
*
* License of modifications/additions made after 2009-01-01:
* -------------------------------------------------------------------------
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* -------------------------------------------------------------------------
*/
#include "idiot.h"
#include "dealerinfo.h"
#include "patsolve/idiotsolver.h"
#include <KLocalizedString>
Idiot::Idiot( const DealerInfo * di )
: DealerScene( di )
{
}
void Idiot::initialize()
{
setSceneAlignment( AlignHCenter | AlignVCenter );
setDeckContents();
// Create the talon to the left.
talon = new PatPile( this, 0, QStringLiteral("talon") );
talon->setPileRole(PatPile::Stock);
talon->setLayoutPos(0, 0);
talon->setSpread(0, 0);
talon->setKeyboardSelectHint( KCardPile::NeverFocus );
talon->setKeyboardDropHint( KCardPile::NeverFocus );
connect(talon, &PatPile::clicked, this, &Idiot::newCards);
const qreal distx = 1.1;
// Create 4 piles where the cards will be placed during the game.
for( int i = 0; i < 4; ++i )
{
m_play[i] = new PatPile( this, i + 1, QStringLiteral( "play%1" ).arg( i ));
m_play[i]->setPileRole(PatPile::Tableau);
m_play[i]->setLayoutPos(1.5 + distx * i, 0);
m_play[i]->setBottomPadding( 2 );
m_play[i]->setHeightPolicy( KCardPile::GrowDown );
m_play[i]->setKeyboardSelectHint( KCardPile::AutoFocusTop );
m_play[i]->setKeyboardDropHint( KCardPile::AutoFocusTop );
}
// Create the discard pile to the right
m_away = new PatPile( this, 5, QStringLiteral("away") );
m_away->setPileRole(PatPile::Foundation);
m_away->setLayoutPos(1.9 + distx * 4, 0);
m_away->setSpread(0, 0);
m_away->setKeyboardSelectHint(KCardPile::NeverFocus);
m_away->setKeyboardDropHint(KCardPile::ForceFocusTop);
connect(this, &Idiot::cardClicked, this, &Idiot::tryAutomaticMove);
setActions(DealerScene::Hint | DealerScene::Demo | DealerScene::Deal);
setSolver( new IdiotSolver(this ) );
}
void Idiot::restart( const QList<KCard*> & cards )
{
for (KCard * c : cards) {
c->setPos( talon->pos() );
c->setFaceUp( false );
talon->add( c );
}
dealRow();
Q_EMIT newCardsPossible(true);
}
bool Idiot::drop()
{
return false;
}
bool Idiot::checkAdd(const PatPile * pile, const QList<KCard*> & oldCards, const QList<KCard*> & newCards) const
{
switch ( pile->pileRole() )
{
case PatPile::Foundation:
return newCards.size() == 1 && canMoveAway( newCards.first() );
case PatPile::Tableau:
return oldCards.isEmpty() && newCards.size() == 1;
case PatPile::Stock:
default:
return false;
}
}
bool Idiot::checkRemove(const PatPile * pile, const QList<KCard*> & cards) const
{
return pile->pileRole() == PatPile::Tableau
&& cards.first() == pile->topCard()
&& ( canMoveAway( cards.first() )
|| m_play[0]->isEmpty()
|| m_play[1]->isEmpty()
|| m_play[2]->isEmpty()
|| m_play[3]->isEmpty() );
}
bool Idiot::canMoveAway(const KCard * card) const
{
Q_ASSERT( card->pile() != talon );
Q_ASSERT( card->pile() != m_away );
Q_ASSERT( card == card->pile()->topCard() );
for ( int i = 0; i < 4; ++i )
{
KCard * c = m_play[i]->topCard();
if ( c
&& c != card
&& c->suit() == card->suit()
&& ( c->rank() == KCardDeck::Ace
|| ( card->rank() != KCardDeck::Ace
&& c->rank() > card->rank() ) ) )
return true;
}
return false;
}
bool Idiot::tryAutomaticMove( KCard * card )
{
if ( !isCardAnimationRunning()
&& card
&& card->pile()
&& card == card->pile()->topCard()
&& card->pile() != talon
&& card->pile() != m_away )
{
KCardPile * destination = nullptr;
if ( canMoveAway( card ) )
destination = m_away;
else if ( m_play[0]->isEmpty() )
destination = m_play[0];
else if ( m_play[1]->isEmpty() )
destination = m_play[1];
else if ( m_play[2]->isEmpty() )
destination = m_play[2];
else if ( m_play[3]->isEmpty() )
destination = m_play[3];
if ( destination )
{
moveCardToPile( card, destination, DURATION_MOVE );
return true;
}
}
return false;
}
// The game is won when:
// 1. all cards are dealt.
// 2. all piles contain exactly one ace.
// 3. the rest of the cards are thrown away (follows automatically from 1, 2.
//
bool Idiot::isGameWon() const
{
// Criterium 1.
if (!talon->isEmpty())
return false;
// Criterium 2.
for (int i = 0; i < 4; i++) {
if (m_play[i]->count() != 1 || m_play[i]->topCard()->rank() != KCardDeck::Ace)
return false;
}
return true;
}
// Deal 4 cards face up - one on each pile.
bool Idiot::newCards()
{
if ( talon->isEmpty() )
return false;
dealRow();
if ( talon->isEmpty() )
Q_EMIT newCardsPossible( false );
return true;
}
void Idiot::dealRow()
{
Q_ASSERT(talon->count() >= 4);
for ( int i = 0; i < 4; ++i )
{
KCard * c = talon->topCard();
flipCardToPileAtSpeed( c, m_play[i], DEAL_SPEED );
// Fudge the z values so that cards don't appear to pop through one another.
c->setZValue( c->zValue() + i );
}
}
void Idiot::setGameState( const QString & state )
{
Q_UNUSED( state );
Q_EMIT newCardsPossible( !talon->isEmpty() );
}
static class IdiotDealerInfo : public DealerInfo
{
public:
IdiotDealerInfo()
: DealerInfo(I18N_NOOP("Aces Up"), AcesUpId)
{}
DealerScene *createGame() const override
{
return new Idiot( this );
}
} idiotDealerInfo;
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