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@ -6,20 +6,109 @@
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#include <QSettings>
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#include <QString>
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/**
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* \brief The SameGame class. Stores the underlying informations of the game grid and its colors. Provides the base game functionality of checking the neighbours of clicked cells.
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* The update of the grid though gets triggered from the #MainWindow.
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*/
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class SameGame
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{
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private:
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/*!
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* \brief the gameMatrix. Stores the colors of the grid inside of nested vectors.
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* \todo make it all much much much more efficient by using std::size_t indices instead of [QStrings](#QString).
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* -# Why do I have a list of colors if I am spamming the RAM with color name strings?
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* -# this includes having to add the #QString used for the nonvalid color for each cell removed to the #colors list.
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*/
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std::vector<std::vector<QString>> gameMatrix;
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/*!
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* \brief Stores all the defined colors from the #settings unique pointer as [QStrings](#QString).
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*/
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const QStringList colors;
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public:
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/*!
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* \name Initialisation
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* \brief Functions that set-up the #gameMatrix.
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* \{
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*/
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/*!
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* \brief Initialises the game matrix.
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*
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* This function takes the number of rows and columns as arguments and creates a game grid of the respective size that it stores into #gameMatrix with randomly picked colors for each cell from #colors .
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*
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* \param rows the number of rows.
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* \param columns the number of columns.
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*/
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void initialiseGameMatrix(int rows, int columns);
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/*!
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* \brief Constructor for the SameGame class. Takes the colors from #settings and stores them into #colors.
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* \todo Why did I not make the amount of rows and columns constants read from #settings as well, like the #QStringList #colors?
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* -# it is included in the #settings pointer anyways. no reason to have it being a variable.
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* -# because of that, I am not going to group the rows and columns parameters of the constructor and the #initialiseGameMatrix() function like I did for the [selection parameters](#SelectionParameters).
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* \param rows the number of rows.
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* \param columns the number of columns.
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*/
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SameGame(int rows, int columns);
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/*! \} */
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/*!
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* \name Cell functions
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* \brief Functions that all use coordinates of a specific cell from the #gameMatrix as parameters.
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* \param row Number of the row of cell to be selected.
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* \param column Number of the column of the cell to be selected.
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* \{
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*/
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/*!
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* \brief getCell returns #gameMatrix[#row][#column].
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* \return #QString color at the requested position.
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*/
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QString getCell(int row, int column);
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/*!
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* \brief setCell sets the value of #gameMatrix[#row][#column] to #color.
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* \param color new color for the requested position.
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*/
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void setCell(int row, int column, QString color);
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/*!
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* \brief checkNeighbour
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* \param connectedSet
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* \param color
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*/
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void checkNeighbour(std::set<std::vector<int>> *connectedSet, QString color, int row, int column);
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/*!
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* \brief getConnected
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* \param connectedSet
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* \param color
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*/
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void getConnected(std::set<std::vector<int>> *connectedSet, QString color, int row, int column);
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int getNumberOfColors();
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/*!
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* \brief deleteCell changes the color in the selected cell to an invalid value so that it will get taken out of the game.
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*/
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void deleteCell(int row, int column);
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/*! \} */
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/*!
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* \name Information functions
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* \brief Functions that provide information about the status of the #SameGame.
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* \{
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*/
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/*!
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* \brief getNumberOfColors returns number of unique colors.
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* \todo check relevancy! Might be unneccessary due to colors being stored in #settings
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* \return number of unique colors.
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*/
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int getNumberOfColors();
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/*! \} */
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};
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#endif // SAMEGAME_H
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