Support creating face-down tokens (#5800)

* add new fields to proto

* update token dlg

* send facedown in command

* update server to get it to work

* disable certain edits when face down

* update client event processing

* log face-down token creation

* Don't support colors on face-down tokens

The other client doesn't know about the color, so it causes a desync

* Update wording

Co-authored-by: Basile Clement <Elarnon@users.noreply.github.com>

* Allow annotations on face-down tokens

---------

Co-authored-by: Basile Clement <Elarnon@users.noreply.github.com>
This commit is contained in:
RickyRister
2025-04-27 21:30:23 -07:00
committed by GitHub
parent e3465be8c1
commit bb8213deb5
10 changed files with 97 additions and 19 deletions

View File

@@ -386,13 +386,23 @@ void Server_Player::revealTopCardIfNeeded(Server_CardZone *zone, GameEventStorag
}
}
static Event_CreateToken makeCreateTokenEvent(Server_CardZone *zone, Server_Card *card, int xCoord, int yCoord)
/**
* Creates the create token event.
* By default, will set event's name and color fields to empty if the token is face-down
*/
static Event_CreateToken
makeCreateTokenEvent(Server_CardZone *zone, Server_Card *card, int xCoord, int yCoord, bool revealFacedownInfo = false)
{
Event_CreateToken event;
event.set_zone_name(zone->getName().toStdString());
event.set_card_id(card->getId());
event.set_card_name(card->getName().toStdString());
event.set_card_provider_id(card->getProviderId().toStdString());
event.set_face_down(card->getFaceDown());
if (!card->getFaceDown() || revealFacedownInfo) {
event.set_card_name(card->getName().toStdString());
event.set_card_provider_id(card->getProviderId().toStdString());
}
event.set_color(card->getColor().toStdString());
event.set_pt(card->getPT().toStdString());
event.set_annotation(card->getAnnotation().toStdString());
@@ -401,7 +411,6 @@ static Event_CreateToken makeCreateTokenEvent(Server_CardZone *zone, Server_Card
event.set_y(yCoord);
return event;
}
static Event_AttachCard makeAttachCardEvent(Server_Card *attachedCard, Server_Card *parentCard = nullptr)
{
Event_AttachCard event;
@@ -1494,7 +1503,8 @@ Server_Player::cmdCreateToken(const Command_CreateToken &cmd, ResponseContainer
const QString cardName = nameFromStdString(cmd.card_name());
const QString cardProviderId = nameFromStdString(cmd.card_provider_id());
if (zone->hasCoords()) {
xCoord = zone->getFreeGridColumn(xCoord, yCoord, cardName, false);
bool dontStackSameName = cmd.face_down();
xCoord = zone->getFreeGridColumn(xCoord, yCoord, cardName, dontStackSameName);
}
if (xCoord < 0) {
xCoord = 0;
@@ -1505,13 +1515,17 @@ Server_Player::cmdCreateToken(const Command_CreateToken &cmd, ResponseContainer
auto *card = new Server_Card(cardName, cardProviderId, newCardId(), xCoord, yCoord);
card->moveToThread(thread());
card->setPT(nameFromStdString(cmd.pt()));
card->setColor(nameFromStdString(cmd.color()));
// Client should already prevent face-down tokens from having attributes; this just an extra server-side check
if (!cmd.face_down()) {
card->setColor(nameFromStdString(cmd.color()));
card->setPT(nameFromStdString(cmd.pt()));
}
card->setAnnotation(nameFromStdString(cmd.annotation()));
card->setDestroyOnZoneChange(cmd.destroy_on_zone_change());
card->setFaceDown(cmd.face_down());
zone->insertCard(card, xCoord, yCoord);
ges.enqueueGameEvent(makeCreateTokenEvent(zone, card, xCoord, yCoord), playerId);
sendCreateTokenEvents(zone, card, xCoord, yCoord, ges);
// check if the token is a replacement for an existing card
if (!targetCard) {
@@ -1642,6 +1656,38 @@ Server_Player::cmdCreateToken(const Command_CreateToken &cmd, ResponseContainer
return Response::RespOk;
}
/**
* Creates and sends the events required to properly communicate the given token creation.
* Primarily written to handle creating face-down tokens.
*/
void Server_Player::sendCreateTokenEvents(Server_CardZone *zone,
Server_Card *card,
int xCoord,
int yCoord,
GameEventStorage &ges)
{
// Token is not face-down; things are easy
if (!card->getFaceDown()) {
ges.enqueueGameEvent(makeCreateTokenEvent(zone, card, xCoord, yCoord), playerId);
return;
}
// Token is face-down. We have to send different info to each player
auto eventOthers = makeCreateTokenEvent(zone, card, xCoord, yCoord, false);
ges.enqueueGameEvent(eventOthers, playerId, GameEventStorageItem::SendToOthers);
auto eventPrivate = makeCreateTokenEvent(zone, card, xCoord, yCoord, true);
ges.enqueueGameEvent(eventPrivate, playerId, GameEventStorageItem::SendToPrivate, playerId);
// Event_CreateToken didn't use to have face_down field; send attribute event afterward for backwards compatibility
Event_SetCardAttr event;
event.set_zone_name(zone->getName().toStdString());
event.set_card_id(card->getId());
event.set_attribute(AttrFaceDown);
event.set_attr_value("1");
ges.enqueueGameEvent(event, playerId);
}
Response::ResponseCode
Server_Player::cmdCreateArrow(const Command_CreateArrow &cmd, ResponseContainer & /*rc*/, GameEventStorage &ges)
{