Games: Add Hearts

This commit is contained in:
Gunnar Beutner 2021-05-20 14:27:58 +02:00 committed by Andreas Kling
parent 3e47eec862
commit c3efae85f2
15 changed files with 965 additions and 1 deletions

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@ -174,6 +174,10 @@
#cmakedefine01 HEAP_DEBUG
#endif
#ifndef HEARTS_DEBUG
#cmakedefine01 HEARTS_DEBUG
#endif
#ifndef HEX_DEBUG
#cmakedefine01 HEX_DEBUG
#endif

4
Base/res/apps/Hearts.af Normal file
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@ -0,0 +1,4 @@
[App]
Name=Hearts
Executable=/bin/Hearts
Category=Games

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@ -132,6 +132,7 @@ set(GEMINIJOB_DEBUG ON)
set(GENERATE_DEBUG_CODE ON)
set(GLOBAL_DTORS_DEBUG ON)
set(HEAP_DEBUG ON)
set(HEARTS_DEBUG ON)
set(HEX_DEBUG ON)
set(HTML_SCRIPT_DEBUG ON)
set(HTTPSJOB_DEBUG ON)

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@ -2,6 +2,7 @@ add_subdirectory(2048)
add_subdirectory(Breakout)
add_subdirectory(Chess)
add_subdirectory(GameOfLife)
add_subdirectory(Hearts)
add_subdirectory(Minesweeper)
add_subdirectory(Pong)
add_subdirectory(Snake)

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@ -0,0 +1,11 @@
compile_gml(Hearts.gml HeartsGML.h hearts_gml)
set(SOURCES
Game.cpp
main.cpp
Player.cpp
HeartsGML.h
)
serenity_app(Hearts ICON app-hearts)
target_link_libraries(Hearts LibCards LibGUI LibGfx LibCore)

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@ -0,0 +1,521 @@
/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Game.h"
#include "Helpers.h"
#include <AK/Debug.h>
#include <AK/QuickSort.h>
#include <LibGUI/Painter.h>
#include <LibGfx/Font.h>
#include <LibGfx/Palette.h>
#include <time.h>
REGISTER_WIDGET(Hearts, Game);
namespace Hearts {
Game::Game()
{
srand(time(nullptr));
m_delay_timer = Core::Timer::create_single_shot(0, [this] {
advance_game();
});
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].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 };
};
Game::~Game()
{
}
void Game::setup()
{
NonnullRefPtrVector<Card> deck;
dbgln_if(HEARTS_DEBUG, "=====");
dbgln_if(HEARTS_DEBUG, "Resetting game");
stop_animation();
m_trick.clear_with_capacity();
m_trick_number = 0;
for (int i = 0; i < Card::card_count; ++i) {
deck.append(Card::construct(Card::Type::Clubs, i));
deck.append(Card::construct(Card::Type::Spades, i));
deck.append(Card::construct(Card::Type::Hearts, i));
deck.append(Card::construct(Card::Type::Diamonds, i));
}
for (auto& player : m_players) {
player.hand.clear_with_capacity();
player.cards_taken.clear_with_capacity();
for (uint8_t i = 0; i < Card::card_count; ++i) {
auto card = deck.take(rand() % deck.size());
if constexpr (!HEARTS_DEBUG) {
if (&player != &m_players[0])
card->set_upside_down(true);
}
player.hand.append(card);
}
quick_sort(player.hand, hearts_card_less);
auto card_position = player.first_card_position;
for (auto& card : player.hand) {
card->set_position(card_position);
card_position.translate_by(player.card_offset);
}
}
advance_game();
}
void Game::start_animation(NonnullRefPtrVector<Card> cards, Gfx::IntPoint const& end, Function<void()> did_finish_callback, int initial_delay_ms, int steps)
{
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);
});
m_animation_delay_timer->start();
}
void Game::stop_animation()
{
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) {
for (auto& animation : m_animation_cards) {
animation.card->set_position(animation.start + (m_animation_end - animation.start) * m_animation_current_step / m_animation_steps);
}
if (m_animation_current_step >= m_animation_steps) {
stop_timer();
if (m_animation_did_finish)
(*m_animation_did_finish)();
}
m_animation_current_step++;
}
update();
}
#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(Card::Type::Clubs, CardValue::Number_2);
VERIFY(clubs_2.has_value());
return clubs_2.value();
} else
return player.pick_low_points_low_value_card();
}
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].type()));
if (is_first_trick)
return player.pick_low_points_high_value_card().value();
else
return player.pick_max_points_card();
}
auto* high_card = &m_trick[0];
for (auto& card : m_trick)
if (high_card->type() == card.type() && hearts_card_value(card) > hearts_card_value(*high_card))
high_card = &card;
if (!is_first_trick && high_card->type() == Card::Type::Spades && hearts_card_value(*high_card) > CardValue::Queen)
RETURN_CARD_IF_VALID(player.pick_specific_card(Card::Type::Spades, CardValue::Queen));
RETURN_CARD_IF_VALID(player.pick_lower_value_card(*high_card));
if (!is_trailing_player)
RETURN_CARD_IF_VALID(player.pick_slightly_higher_value_card(*high_card));
else
RETURN_CARD_IF_VALID(player.pick_low_points_high_value_card(high_card->type()));
if (is_first_trick)
return player.pick_low_points_high_value_card().value();
else
return player.pick_max_points_card();
}
void Game::let_player_play_card()
{
auto& player = current_player();
if (&player == &m_players[0])
on_status_change("Select a card to play.");
else
on_status_change(String::formatted("Waiting for {} to play a card...", player));
if (is_human(player)) {
m_human_can_play = true;
update();
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 (game_ended()) {
on_status_change("Game ended.");
return;
}
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->type() == Card::Type::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_type = m_trick[0].type();
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].type() != leading_card_type)
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;
update();
dbgln_if(HEARTS_DEBUG, "-----");
advance_game();
},
750);
return;
}
void Game::keydown_event(GUI::KeyEvent& event)
{
if (event.shift() && event.key() == KeyCode::Key_F11)
dump_state();
}
void Game::play_card(Player& player, size_t card_index)
{
if (is_human(player))
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);
NonnullRefPtrVector<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, String* 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.type() == Card::Type::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.type() == Card::Type::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.type() != Card::Type::Hearts)
return true;
auto non_hearts_card = player.hand.first_matching([](auto const& other_card) {
return !other_card.is_null() && other_card->type() != Card::Type::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_type = m_trick[0].type();
if (leading_card_type == card.type())
return true;
auto has_matching_card = player.has_card_of_type(leading_card_type);
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->type() == Card::Type::Hearts)
return true;
return false;
}
void Game::mouseup_event(GUI::MouseEvent& event)
{
GUI::Frame::mouseup_event(event);
if (event.button() != GUI::MouseButton::Left)
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())) {
String explanation;
if (!is_valid_play(m_players[0], *card, &explanation)) {
on_status_change(String::formatted("You can't play this card: {}", explanation));
continue_game_after_delay();
return;
}
play_card(m_players[0], i);
update();
break;
}
}
}
bool Game::is_winner(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->type() == Card::Type::Spades && card->value() == 11)
score += 13;
else if (card->type() == Card::Type::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;
return (max_score.value() != sum_points_of_all_cards && player_score == min_score.value()) || player_score == sum_points_of_all_cards;
}
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());
static Gfx::Color s_background_color = palette().color(background_role());
painter.clear_rect(frame_inner_rect(), s_background_color);
for (auto& player : m_players) {
auto& font = painter.font().bold_variant();
auto font_color = game_ended() && is_winner(player) ? Color::Blue : Color::Black;
painter.draw_text(player.name_position, player.name, font, player.name_alignment, font_color, Gfx::TextElision::None);
if (!game_ended()) {
for (auto& card : player.hand)
if (!card.is_null())
card->draw(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->draw(painter);
card_position.translate_by(player.card_offset);
}
}
}
for (size_t i = 0; i < m_trick.size(); i++)
m_trick[i].draw(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 (const auto& card : player.hand)
if (card.is_null())
dbgln(" <empty>");
else
dbgln(" {}", *card);
dbgln("Taken:");
for (const auto& card : player.cards_taken)
dbgln(" {}", card);
}
}
}
}

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/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "Player.h"
#include <LibCards/Card.h>
#include <LibCore/Timer.h>
#include <LibGUI/Frame.h>
#include <LibGUI/Painter.h>
using Cards::Card;
namespace Hearts {
class Game final : public GUI::Frame {
C_OBJECT(Game)
public:
static constexpr int width = 640;
static constexpr int height = 480;
virtual ~Game() override;
void setup();
Function<void(String const&)> on_status_change;
private:
Game();
void dump_state() const;
void play_card(Player& player, size_t card_index);
bool are_hearts_broken() const;
bool is_valid_play(Player& player, Card& card, String* explanation = nullptr) const;
void let_player_play_card();
void continue_game_after_delay(int interval_ms = 750);
void advance_game();
size_t pick_card(Player& player);
bool is_human(Player& player) const { return &player == &m_players[0]; }
size_t player_index(Player& player);
Player& current_player();
bool game_ended() const { return m_trick_number == 13; }
bool is_winner(Player& player);
void start_animation(NonnullRefPtrVector<Card> cards, Gfx::IntPoint const& end, Function<void()> did_finish_callback, int initial_delay_ms, int steps = 30);
void stop_animation();
virtual void paint_event(GUI::PaintEvent&) override;
virtual void mouseup_event(GUI::MouseEvent&) override;
virtual void keydown_event(GUI::KeyEvent&) override;
virtual void timer_event(Core::TimerEvent&) override;
Player m_players[4];
NonnullRefPtrVector<Card> m_trick;
Player* m_leading_player { nullptr };
u8 m_trick_number { 0 };
RefPtr<Core::Timer> m_delay_timer;
bool m_human_can_play { false };
struct AnimatedCard {
NonnullRefPtr<Card> card;
Gfx::IntPoint start;
};
RefPtr<Core::Timer> m_animation_delay_timer;
bool m_animation_playing { false };
Vector<AnimatedCard> m_animation_cards;
Gfx::IntPoint m_animation_end;
int m_animation_current_step { 0 };
int m_animation_steps { 0 };
OwnPtr<Function<void()>> m_animation_did_finish;
};
}

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@GUI::Widget {
fill_with_background_color: true
layout: @GUI::VerticalBoxLayout {
}
@Hearts::Game {
name: "game"
fill_with_background_color: true
background_color: "green"
}
@GUI::Statusbar {
name: "statusbar"
}
}

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/*
* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibCards/Card.h>
using Cards::Card;
namespace Hearts {
enum class CardValue : uint8_t {
Number_2,
Number_3,
Number_4,
Number_5,
Number_6,
Number_7,
Number_8,
Number_9,
Number_10,
Jack,
Queen,
King,
Ace
};
inline CardValue hearts_card_value(Card const& card)
{
// Ace has a higher value than all other cards in Hearts
if (card.value() == 0)
return CardValue::Ace;
else
return static_cast<CardValue>(card.value() - 1);
}
inline uint8_t hearts_card_points(Card const& card)
{
if (card.type() == Card::Type::Hearts)
return 1;
else if (card.type() == Card::Type::Spades && hearts_card_value(card) == CardValue::Queen)
return 13;
else
return 0;
}
inline bool hearts_card_less(RefPtr<Card>& card1, RefPtr<Card>& card2)
{
if (card1->type() != card2->type())
return card1->type() < card2->type();
else
return hearts_card_value(*card1) < hearts_card_value(*card2);
}
}

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/*
* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Player.h"
#include "Helpers.h"
namespace Hearts {
size_t Player::pick_low_points_low_value_card()
{
int min_points = -1;
int min_value = -1;
int card_index = -1;
for (size_t i = 0; i < hand.size(); i++) {
auto& card = hand[i];
if (card.is_null())
continue;
auto points = hearts_card_points(*card);
auto value = hearts_card_value(*card);
if (min_points != -1 && (points > min_points || static_cast<int>(value) > min_value))
continue;
min_points = points;
min_value = static_cast<int>(value);
card_index = i;
}
VERIFY(card_index != -1);
return card_index;
}
Optional<size_t> Player::pick_low_points_high_value_card(Optional<Card::Type> type)
{
int min_points = -1;
Optional<size_t> card_index;
for (ssize_t i = hand.size() - 1; i >= 0; i--) {
auto& card = hand[i];
if (card.is_null())
continue;
if (type.has_value() && card->type() != type.value())
continue;
auto points = hearts_card_points(*card);
if (min_points == -1 || points < min_points) {
min_points = points;
card_index = i;
}
}
VERIFY(card_index.has_value() || type.has_value());
return card_index;
}
Optional<size_t> Player::pick_lower_value_card(Card& other_card)
{
for (ssize_t i = hand.size() - 1; i >= 0; i--) {
auto& card = hand[i];
if (card.is_null())
continue;
if (card->type() == other_card.type() && hearts_card_value(*card) < hearts_card_value(other_card))
return i;
}
return {};
}
Optional<size_t> Player::pick_slightly_higher_value_card(Card& other_card)
{
for (size_t i = 0; i < hand.size(); i++) {
auto& card = hand[i];
if (card.is_null())
continue;
if (card->type() == other_card.type() && hearts_card_value(*card) > hearts_card_value(other_card))
return i;
}
return {};
}
size_t Player::pick_max_points_card()
{
auto queen_of_spades_maybe = pick_specific_card(Card::Type::Spades, CardValue::Queen);
if (queen_of_spades_maybe.has_value())
return queen_of_spades_maybe.value();
if (has_card_of_type(Card::Type::Hearts))
return pick_last_card();
return pick_low_points_high_value_card().value();
}
Optional<size_t> Player::pick_specific_card(Card::Type type, CardValue value)
{
for (size_t i = 0; i < hand.size(); i++) {
auto& card = hand[i];
if (card.is_null())
continue;
if (card->type() == type && hearts_card_value(*card) == value)
return i;
}
return {};
}
size_t Player::pick_last_card()
{
for (ssize_t i = hand.size() - 1; i >= 0; i--) {
auto& card = hand[i];
if (card.is_null())
continue;
return i;
}
VERIFY_NOT_REACHED();
}
bool Player::has_card_of_type(Card::Type type)
{
auto matching_card = hand.first_matching([&](auto const& other_card) {
return !other_card.is_null() && other_card->type() == type;
});
return matching_card.has_value();
}
}

View file

@ -0,0 +1,51 @@
/*
* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "Helpers.h"
#include <LibCards/Card.h>
using Cards::Card;
namespace Hearts {
struct Player {
AK_MAKE_NONMOVABLE(Player);
public:
Player()
{
}
size_t pick_low_points_low_value_card();
Optional<size_t> pick_low_points_high_value_card(Optional<Card::Type> type = {});
Optional<size_t> pick_lower_value_card(Card& other_card);
Optional<size_t> pick_slightly_higher_value_card(Card& other_card);
size_t pick_max_points_card();
Optional<size_t> pick_specific_card(Card::Type type, CardValue value);
size_t pick_last_card();
bool has_card_of_type(Card::Type type);
Vector<RefPtr<Card>> hand;
Vector<RefPtr<Card>> cards_taken;
Gfx::IntPoint first_card_position;
Gfx::IntPoint card_offset;
Gfx::IntRect name_position;
Gfx::TextAlignment name_alignment;
Gfx::IntPoint taken_cards_target;
String name;
};
}
template<>
struct AK::Formatter<Hearts::Player> : Formatter<FormatString> {
void format(FormatBuilder& builder, Hearts::Player const& player)
{
builder.put_string(player.name);
}
};

View file

@ -0,0 +1,100 @@
/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Game.h"
#include <Games/Hearts/HeartsGML.h>
#include <LibCore/ConfigFile.h>
#include <LibCore/Timer.h>
#include <LibGUI/Action.h>
#include <LibGUI/ActionGroup.h>
#include <LibGUI/Application.h>
#include <LibGUI/Icon.h>
#include <LibGUI/Menu.h>
#include <LibGUI/Menubar.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/Statusbar.h>
#include <LibGUI/Window.h>
#include <stdio.h>
#include <unistd.h>
int main(int argc, char** argv)
{
auto app = GUI::Application::construct(argc, argv);
auto app_icon = GUI::Icon::default_icon("app-hearts");
auto config = Core::ConfigFile::get_for_app("Hearts");
if (pledge("stdio recvfd sendfd rpath wpath cpath", nullptr) < 0) {
perror("pledge");
return 1;
}
if (unveil("/res", "r") < 0) {
perror("unveil");
return 1;
}
if (unveil(config->filename().characters(), "crw") < 0) {
perror("unveil");
return 1;
}
if (unveil(nullptr, nullptr) < 0) {
perror("unveil");
return 1;
}
auto window = GUI::Window::construct();
window->set_title("Hearts");
auto& widget = window->set_main_widget<GUI::Widget>();
widget.load_from_gml(hearts_gml);
auto& game = *widget.find_descendant_of_type_named<Hearts::Game>("game");
game.set_focus(true);
auto& statusbar = *widget.find_descendant_of_type_named<GUI::Statusbar>("statusbar");
statusbar.set_text(0, "Score: 0");
game.on_status_change = [&](const AK::StringView& status) {
statusbar.set_override_text(status);
};
app->on_action_enter = [&](GUI::Action& action) {
auto text = action.status_tip();
if (text.is_empty())
text = Gfx::parse_ampersand_string(action.text());
statusbar.set_override_text(move(text));
};
app->on_action_leave = [&](GUI::Action&) {
statusbar.set_override_text({});
};
GUI::ActionGroup draw_settng_actions;
draw_settng_actions.set_exclusive(true);
auto menubar = GUI::Menubar::construct();
auto& game_menu = menubar->add_menu("&Game");
game_menu.add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, [&](auto&) {
game.setup();
}));
game_menu.add_separator();
game_menu.add_action(GUI::CommonActions::make_quit_action([&](auto&) { app->quit(); }));
auto& help_menu = menubar->add_menu("&Help");
help_menu.add_action(GUI::CommonActions::make_about_action("Hearts", app_icon, window));
window->set_resizable(false);
window->resize(Hearts::Game::width, Hearts::Game::height + statusbar.max_height());
window->set_menubar(move(menubar));
window->set_icon(app_icon.bitmap_for_size(16));
window->show();
game.setup();
return app->exec();
}

View file

@ -30,8 +30,8 @@ public:
enum Type {
Clubs,
Diamonds,
Hearts,
Spades,
Hearts,
__Count
};