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Copy pathmainwindow.cpp
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866 lines (760 loc) · 28.1 KB
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#include "mainwindow.h"
#include <QCheckBox>
#include <QFileDialog>
#include <QJsonArray>
#include <QHBoxLayout>
#include <QInputDialog>
#include <QLabel>
#include <QPushButton>
#include <QShortcut>
#include <QStackedWidget>
#include <QTimer>
#include <QVBoxLayout>
#include "boardsnapshot.h"
#include "boardwidget.h"
#include "netcli.h"
namespace {
QLabel* makeTitle(const QString& text, int pointSize)
{
auto* label = new QLabel(text);
label->setAlignment(Qt::AlignCenter);
QFont f = label->font();
f.setPointSize(pointSize);
f.setBold(true);
label->setFont(f);
return label;
}
QPushButton* makeButton(const QString& text, int minHeight = 36)
{
auto* btn = new QPushButton(text);
btn->setMinimumHeight(minHeight);
btn->setCursor(Qt::PointingHandCursor);
return btn;
}
QString resultText(GameModel::ActionResult r)
{
switch (r) {
case GameModel::ActionResult::RevealedEmpty: return QStringLiteral("已揭开该格:是水域。");
case GameModel::ActionResult::RevealedShip: return QStringLiteral("已揭开该格:发现敌舰!");
case GameModel::ActionResult::Turned: return QStringLiteral("已转向 90°。");
case GameModel::ActionResult::Moved: return QStringLiteral("已前进一格。");
case GameModel::ActionResult::Collided: return QStringLiteral("碰撞!本舰血量变为 1,移动被挡。");
case GameModel::ActionResult::Hit: return QStringLiteral("命中敌舰(-1 血量)。");
case GameModel::ActionResult::Sunk: return QStringLiteral("命中并击沉敌舰!");
case GameModel::ActionResult::Passed: return QStringLiteral("已跳过回合。");
case GameModel::ActionResult::Surrendered: return QStringLiteral("已投降。");
default: return QStringLiteral("行动完成。");
}
}
} // namespace
MainWindow::MainWindow(QWidget* parent)
: QMainWindow(parent)
{
setWindowTitle(QStringLiteral("战舰对战"));
m_model = new GameModel(this);
m_stack = new QStackedWidget(this);
setCentralWidget(m_stack);
m_menuPage = buildMenuPage();
m_gamePage = buildGamePage();
m_promptPage = buildPromptPage();
m_endPage = buildEndPage();
m_stack->addWidget(m_menuPage);
m_stack->addWidget(m_gamePage);
m_stack->addWidget(m_promptPage);
m_stack->addWidget(m_endPage);
m_stack->setCurrentWidget(m_menuPage);
m_obsTimer = new QTimer(this);
m_obsTimer->setInterval(1000);
connect(m_obsTimer, &QTimer::timeout, this, &MainWindow::onObsTick);
m_handoffTimer = new QTimer(this);
m_handoffTimer->setSingleShot(true);
connect(m_handoffTimer, &QTimer::timeout, this, &MainWindow::onHandoffTimeout);
m_aiTimer = new QTimer(this);
m_aiTimer->setSingleShot(true);
connect(m_aiTimer, &QTimer::timeout, this, &MainWindow::onAiTurnTimeout);
connect(m_model, &GameModel::boardChanged, this, &MainWindow::onBoardChanged);
auto* esc = new QShortcut(QKeySequence(Qt::Key_Escape), this);
connect(esc, &QShortcut::activated, this, &MainWindow::cancelSelection);
auto* undoSc = new QShortcut(QKeySequence(QStringLiteral("Ctrl+Z")), this);
connect(undoSc, &QShortcut::activated, this, &MainWindow::onUndo);
auto* redoSc = new QShortcut(QKeySequence(QStringLiteral("Ctrl+Y")), this);
connect(redoSc, &QShortcut::activated, this, &MainWindow::onRedo);
resize(580, 820);
}
// ---------------------------------------------------------------------------
// 页面构建
// ---------------------------------------------------------------------------
QWidget* MainWindow::buildMenuPage()
{
auto* page = new QWidget;
auto* layout = new QVBoxLayout(page);
layout->setContentsMargins(40, 40, 40, 40);
layout->setSpacing(14);
layout->addStretch();
layout->addWidget(makeTitle(QStringLiteral("《战舰对战》"), 30));
auto* rules = new QLabel(QStringLiteral(
"9×9 棋盘 · 双方各 5 艘战舰(体积 1~5)\n"
"开局被迷雾笼罩,行/列提示显示占用格数\n"
"每回合四选一:解雾 / 转向 / 移动 / 攻击\n"
"攻击力 1 · 血量 = 体积 · 射程 = 体积²\n"
"击沉敌方全部战舰即可获胜"));
rules->setAlignment(Qt::AlignCenter);
layout->addWidget(rules);
layout->addSpacing(20);
m_aiCheck = new QCheckBox(QStringLiteral("人机对战(玩家2 由 AI 控制)"));
m_aiCheck->setCursor(Qt::PointingHandCursor);
layout->addWidget(m_aiCheck);
auto* startBtn = makeButton(QStringLiteral("开始游戏"), 48);
connect(startBtn, &QPushButton::clicked, this, &MainWindow::onStartClicked);
layout->addWidget(startBtn);
auto* onlineBtn = makeButton(QStringLiteral("在线对战"), 44);
connect(onlineBtn, &QPushButton::clicked, this, &MainWindow::onStartOnline);
layout->addWidget(onlineBtn);
layout->addStretch();
return page;
}
QWidget* MainWindow::buildGamePage()
{
auto* page = new QWidget;
auto* layout = new QVBoxLayout(page);
layout->setContentsMargins(16, 12, 16, 12);
layout->setSpacing(8);
m_status = new QLabel;
m_status->setAlignment(Qt::AlignCenter);
layout->addWidget(m_status);
m_board = new BoardWidget;
layout->addWidget(m_board, 1);
m_shipInfo = new QLabel;
m_shipInfo->setAlignment(Qt::AlignCenter);
layout->addWidget(m_shipInfo);
// 观察阶段横幅 + 跳过按钮
auto* obsRow = new QHBoxLayout;
m_obsBanner = new QLabel;
m_obsBanner->setAlignment(Qt::AlignCenter);
m_skipObsBtn = makeButton(QStringLiteral("跳过观察"));
m_skipObsBtn->setFixedWidth(120);
connect(m_skipObsBtn, &QPushButton::clicked, this, &MainWindow::onSkipObserve);
obsRow->addWidget(m_obsBanner, 1);
obsRow->addWidget(m_skipObsBtn);
layout->addLayout(obsRow);
// 动作按钮(两行)
auto* row1 = new QHBoxLayout;
m_fogBtn = makeButton(QStringLiteral("解雾"));
m_moveBtn = makeButton(QStringLiteral("移动"));
m_attackBtn = makeButton(QStringLiteral("攻击"));
connect(m_fogBtn, &QPushButton::clicked, this, &MainWindow::onFogAction);
connect(m_moveBtn, &QPushButton::clicked, this, &MainWindow::onMoveAction);
connect(m_attackBtn, &QPushButton::clicked, this, &MainWindow::onAttackAction);
row1->addWidget(m_fogBtn);
row1->addWidget(m_moveBtn);
row1->addWidget(m_attackBtn);
layout->addLayout(row1);
auto* row2 = new QHBoxLayout;
m_turnLBtn = makeButton(QStringLiteral("左转 90°"));
m_turnRBtn = makeButton(QStringLiteral("右转 90°"));
m_passBtn = makeButton(QStringLiteral("跳过回合"));
m_aiBtn = makeButton(QStringLiteral("AI 代打"));
connect(m_turnLBtn, &QPushButton::clicked, this, &MainWindow::onTurnLeft);
connect(m_turnRBtn, &QPushButton::clicked, this, &MainWindow::onTurnRight);
connect(m_passBtn, &QPushButton::clicked, this, &MainWindow::onPassAction);
connect(m_aiBtn, &QPushButton::clicked, this, &MainWindow::onAiPlay);
row2->addWidget(m_turnLBtn);
row2->addWidget(m_turnRBtn);
row2->addWidget(m_passBtn);
row2->addWidget(m_aiBtn);
layout->addLayout(row2);
// 撤销 / 重做 / 保存复盘 / 重新开始 / 返回菜单
auto* row3 = new QHBoxLayout;
m_undoBtn = makeButton(QStringLiteral("撤销"));
m_redoBtn = makeButton(QStringLiteral("重做"));
auto* saveBtn = makeButton(QStringLiteral("保存复盘"));
auto* surrenderBtn = makeButton(QStringLiteral("投降"));
auto* restartBtn = makeButton(QStringLiteral("重新开始"));
auto* menuBtn = makeButton(QStringLiteral("返回菜单"));
connect(m_undoBtn, &QPushButton::clicked, this, &MainWindow::onUndo);
connect(m_redoBtn, &QPushButton::clicked, this, &MainWindow::onRedo);
connect(saveBtn, &QPushButton::clicked, this, &MainWindow::onSaveReplay);
connect(surrenderBtn, &QPushButton::clicked, this, &MainWindow::onSurrender);
connect(restartBtn, &QPushButton::clicked, this, &MainWindow::onRestart);
connect(menuBtn, &QPushButton::clicked, this, &MainWindow::onBackToMenu);
row3->addWidget(m_undoBtn);
row3->addWidget(m_redoBtn);
row3->addWidget(saveBtn);
row3->addWidget(surrenderBtn);
row3->addWidget(restartBtn);
row3->addWidget(menuBtn);
layout->addLayout(row3);
connect(m_board, &BoardWidget::cellClicked, this, &MainWindow::onCellClicked);
return page;
}
QWidget* MainWindow::buildPromptPage()
{
auto* page = new QWidget;
auto* layout = new QVBoxLayout(page);
layout->setContentsMargins(40, 40, 40, 40);
layout->setSpacing(18);
layout->addStretch();
m_promptTitle = makeTitle(QString(), 26);
layout->addWidget(m_promptTitle);
m_promptSub = new QLabel;
m_promptSub->setAlignment(Qt::AlignCenter);
m_promptSub->setWordWrap(true);
layout->addWidget(m_promptSub);
layout->addSpacing(10);
m_promptBtn = makeButton(QString(), 48);
connect(m_promptBtn, &QPushButton::clicked, this, &MainWindow::onPromptButton);
layout->addWidget(m_promptBtn);
layout->addStretch();
return page;
}
QWidget* MainWindow::buildEndPage()
{
auto* page = new QWidget;
auto* layout = new QVBoxLayout(page);
layout->setContentsMargins(24, 16, 24, 16);
layout->setSpacing(10);
m_endTitle = makeTitle(QString(), 22);
layout->addWidget(m_endTitle);
m_boardFinal = new BoardWidget;
layout->addWidget(m_boardFinal);
auto* againBtn = makeButton(QStringLiteral("再来一局"), 44);
auto* menuBtn = makeButton(QStringLiteral("返回菜单"), 44);
connect(againBtn, &QPushButton::clicked, this, &MainWindow::onRestart);
connect(menuBtn, &QPushButton::clicked, this, &MainWindow::onBackToMenu);
layout->addWidget(againBtn);
layout->addWidget(menuBtn);
return page;
}
// ---------------------------------------------------------------------------
// 流程
// ---------------------------------------------------------------------------
void MainWindow::onStartClicked()
{
m_aiOpponent = m_aiCheck->isChecked();
m_model->newGame();
showPrompt(QStringLiteral("玩家1观察阶段"),
QStringLiteral("请玩家1就位。你将看到自己的舰队与行/列提示,敌方被迷雾隐藏。"),
QStringLiteral("开始观察"),
PromptRole::Observe1);
}
void MainWindow::onPromptButton()
{
switch (m_promptRole) {
case PromptRole::Observe1: beginObserve(0); break;
case PromptRole::Observe2: beginObserve(1); break;
case PromptRole::Turn: beginTurn(); break;
default: break;
}
}
void MainWindow::beginObserve(int player)
{
m_phase = (player == 0) ? Phase::Observe1 : Phase::Observe2;
m_viewPlayer = player;
refreshBoard();
m_obsRemaining = 10;
m_obsBanner->setText(QStringLiteral("观察阶段 %1 秒(可跳过)").arg(m_obsRemaining));
resetSelection();
updateShipInfo();
updateStatus();
m_stack->setCurrentWidget(m_gamePage);
m_obsTimer->start();
}
void MainWindow::onObsTick()
{
m_obsRemaining--;
if (m_obsRemaining <= 0) {
m_obsTimer->stop();
endObserve();
} else {
m_obsBanner->setText(QStringLiteral("观察阶段 %1 秒(可跳过)").arg(m_obsRemaining));
}
}
void MainWindow::onSkipObserve()
{
m_obsTimer->stop();
endObserve();
}
void MainWindow::endObserve()
{
if (m_phase == Phase::Observe1 && !m_aiOpponent) {
showPrompt(QStringLiteral("玩家2观察阶段"),
QStringLiteral("请玩家2就位。你将看到自己的舰队与行/列提示,敌方被迷雾隐藏。"),
QStringLiteral("开始观察"),
PromptRole::Observe2);
} else {
showPrompt(QStringLiteral("轮到 玩家%1").arg(m_model->currentPlayer() + 1),
QStringLiteral("点击开始回合"),
QStringLiteral("开始回合"),
PromptRole::Turn);
}
}
void MainWindow::beginTurn()
{
m_phase = Phase::Play;
m_waiting = false;
m_viewPlayer = m_model->currentPlayer();
refreshBoard();
resetSelection();
updateShipInfo();
updateStatus();
m_stack->setCurrentWidget(m_gamePage);
}
void MainWindow::onBoardChanged()
{
if (m_phase != Phase::Play)
return;
refreshBoard();
int w = m_model->winner();
if (w != -1) {
endGame(w);
return;
}
if (m_model->lastResult() == GameModel::ActionResult::Undone
|| m_model->lastResult() == GameModel::ActionResult::Redone) {
// 撤销/重做:不切换回合,直接回到该玩家继续操作
m_waiting = false;
resetSelection();
updateShipInfo();
updateStatus();
return;
}
// 人机模式:若轮到 AI(玩家2),自动代打
if (m_aiOpponent && m_model->currentPlayer() == 1) {
m_waiting = true;
m_status->setText(QStringLiteral("AI 思考中…"));
refreshButtons();
m_aiTimer->start(900);
return;
}
// 一个动作结束:先让当前玩家看清棋盘上的结果,短暂延迟后再切提示页
m_waiting = true;
m_status->setText(resultText(m_model->lastResult()));
refreshButtons();
m_handoffTimer->start(1600);
}
void MainWindow::onAiTurnTimeout()
{
if (m_phase != Phase::Play)
return;
m_model->aiPlay();
resetSelection();
updateShipInfo();
}
void MainWindow::onSurrender()
{
if (m_phase != Phase::Play || m_waiting)
return;
m_model->surrender();
resetSelection();
updateShipInfo();
}
void MainWindow::onHandoffTimeout()
{
m_waiting = false;
showPrompt(QStringLiteral("轮到 玩家%1").arg(m_model->currentPlayer() + 1),
QStringLiteral("点击开始回合"),
QStringLiteral("开始回合"),
PromptRole::Turn);
}
void MainWindow::endGame(int winner)
{
m_phase = Phase::Ended;
m_obsTimer->stop();
m_model->revealAll(); // 揭示最终棋盘(boardChanged 因 phase!=Play 不触发流程)
m_boardFinal->setSnapshot(snapshotFromModel(*m_model, 0));
m_endTitle->setText(QStringLiteral("玩家%1 获胜!").arg(winner + 1));
m_stack->setCurrentWidget(m_endPage);
}
void MainWindow::onRestart()
{
onStartClicked();
}
void MainWindow::onBackToMenu()
{
m_phase = Phase::Menu;
m_obsTimer->stop();
m_stack->setCurrentWidget(m_menuPage);
m_online = false;
}
// ---------------------------------------------------------------------------
// 联网对战
// ---------------------------------------------------------------------------
void MainWindow::onStartOnline()
{
bool ok = false;
const QString addr = QInputDialog::getText(this, QStringLiteral("在线对战"),
QStringLiteral("输入服务器地址(主机:端口)"), QLineEdit::Normal,
QStringLiteral("127.0.0.1:12345"), &ok).trimmed();
if (!ok || addr.isEmpty())
return;
QString host = QStringLiteral("127.0.0.1");
quint16 port = 0;
const int colon = addr.lastIndexOf(QLatin1Char(':'));
if (colon > 0) {
host = addr.left(colon).trimmed();
port = addr.mid(colon + 1).trimmed().toUShort();
} else {
port = addr.toUShort();
}
if (port == 0)
return;
m_online = true;
m_aiOpponent = false;
m_net = new NetSession(this);
connect(m_net, &NetSession::updated, this, &MainWindow::onNetUpdated);
m_net->connectTo(host, port);
m_net->queue();
m_status->setText(QStringLiteral("正在匹配,请稍候…"));
m_stack->setCurrentWidget(m_gamePage);
}
void MainWindow::onNetUpdated()
{
if (!m_online || !m_net)
return;
m_netState = m_net->state();
if (m_net->gameOver()) {
m_phase = Phase::Ended;
m_boardFinal->setSnapshot(snapshotFromJson(m_netState));
m_endTitle->setText(QStringLiteral("玩家%1 获胜!").arg(m_net->winner() + 1));
m_stack->setCurrentWidget(m_endPage);
return;
}
if (!m_net->matched())
return; // 尚未匹配
if (m_phase != Phase::Play) {
m_phase = Phase::Play;
m_waiting = false;
m_viewPlayer = m_net->you();
resetSelection();
m_stack->setCurrentWidget(m_gamePage);
}
refreshBoard();
updateStatus();
refreshButtons();
}
void MainWindow::onCellClickedOnline(int r, int c)
{
if (m_phase != Phase::Play || m_waiting)
return;
if (m_mode == Mode::Fog) {
m_net->sendAction(QStringLiteral("reveal %1 %2").arg(r + 1).arg(c + 1));
resetSelection();
return;
}
if (m_mode == Mode::Attack) {
if (m_selectedShip >= 0)
m_net->sendAction(QStringLiteral("attack %1 %2 %3").arg(m_selectedShip).arg(r + 1).arg(c + 1));
resetSelection();
return;
}
// 选择己方战舰
int idx = -1;
for (const QJsonValue& v : m_netState[QStringLiteral("myShips")].toArray()) {
const QJsonObject o = v.toObject();
for (const QJsonValue& cc : o[QStringLiteral("cells")].toArray())
if (cc.toArray()[0].toInt() == r && cc.toArray()[1].toInt() == c) { idx = o[QStringLiteral("index")].toInt(-1); break; }
if (idx != -1)
break;
}
m_selectedShip = idx;
m_board->setSelectedShip(idx);
m_board->setHighlightCells({});
updateShipInfo();
}
// ---------------------------------------------------------------------------
// 棋盘交互
// ---------------------------------------------------------------------------
void MainWindow::onCellClicked(int r, int c)
{
if (m_phase != Phase::Play || m_waiting)
return;
if (m_online) {
onCellClickedOnline(r, c);
return;
}
if (m_mode == Mode::Fog) {
if (m_model->canReveal(r, c)) {
m_model->revealCell(r, c);
resetSelection();
updateShipInfo();
} else {
m_status->setText(QStringLiteral("该格无法揭开(已揭示或越界)"));
}
return;
}
if (m_mode == Mode::Attack) {
if (m_selectedShip >= 0 && m_model->canAttack(m_selectedShip, r, c)) {
m_model->attackShip(m_selectedShip, r, c);
resetSelection();
updateShipInfo();
} else {
m_status->setText(QStringLiteral("请选择射程内已揭示的敌舰"));
}
return;
}
// 选择己方战舰
int idx = m_model->shipAt(r, c);
if (idx != -1 && m_model->ship(idx).owner == m_model->currentPlayer()
&& m_model->ship(idx).hp > 0) {
m_selectedShip = idx;
} else {
m_selectedShip = -1;
}
m_board->setSelectedShip(m_selectedShip);
m_board->setHighlightCells({});
updateShipInfo();
}
void MainWindow::onFogAction()
{
m_mode = Mode::Fog;
m_selectedShip = -1;
m_board->setSelectedShip(-1);
m_board->setHighlightCells({});
m_status->setText(QStringLiteral("解雾:点击一个被迷雾覆盖的格子"));
}
void MainWindow::onTurnLeft()
{
if (m_online) {
if (m_selectedShip >= 0) { m_net->sendAction(QStringLiteral("turn %1 0").arg(m_selectedShip)); resetSelection(); }
else m_status->setText(QStringLiteral("请先选择己方战舰"));
return;
}
if (m_selectedShip < 0) { m_status->setText(QStringLiteral("请先选择己方战舰")); return; }
if (m_model->canTurn(m_selectedShip, false)) {
m_model->turnShip(m_selectedShip, false);
resetSelection();
updateShipInfo();
} else {
m_status->setText(QStringLiteral("无法转向(越界或与其它舰重叠)"));
}
}
void MainWindow::onTurnRight()
{
if (m_online) {
if (m_selectedShip >= 0) { m_net->sendAction(QStringLiteral("turn %1 1").arg(m_selectedShip)); resetSelection(); }
else m_status->setText(QStringLiteral("请先选择己方战舰"));
return;
}
if (m_selectedShip < 0) { m_status->setText(QStringLiteral("请先选择己方战舰")); return; }
if (m_model->canTurn(m_selectedShip, true)) {
m_model->turnShip(m_selectedShip, true);
resetSelection();
updateShipInfo();
} else {
m_status->setText(QStringLiteral("无法转向(越界或与其它舰重叠)"));
}
}
void MainWindow::onMoveAction()
{
if (m_online) {
if (m_selectedShip >= 0) { m_net->sendAction(QStringLiteral("move %1").arg(m_selectedShip)); resetSelection(); }
else m_status->setText(QStringLiteral("请先选择己方战舰"));
return;
}
if (m_selectedShip < 0) { m_status->setText(QStringLiteral("请先选择己方战舰")); return; }
if (m_model->canMove(m_selectedShip)) {
m_model->moveShip(m_selectedShip);
resetSelection();
updateShipInfo();
} else {
m_status->setText(QStringLiteral("无法移动(前方越界或被挡住)"));
}
}
void MainWindow::onAttackAction()
{
if (m_online) {
if (m_selectedShip < 0) { m_status->setText(QStringLiteral("请先选择己方战舰")); return; }
m_mode = Mode::Attack;
const BoardSnapshot snap = snapshotFromJson(m_netState);
for (const ShipView& sv : snap.ships) {
if (sv.mine && sv.index == m_selectedShip) {
QVector<QPoint> targets;
for (const QPoint& p : attackRangeCells(sv, snap.rows, snap.cols))
if (snap.view[p.x()][p.y()] == 3)
targets.append(p);
m_board->setHighlightCells(targets);
break;
}
}
m_status->setText(QStringLiteral("攻击:点击射程内已揭示的敌舰"));
return;
}
if (m_selectedShip < 0) { m_status->setText(QStringLiteral("请先选择己方战舰")); return; }
m_mode = Mode::Attack;
QVector<QPoint> targets;
for (int r = 0; r < m_model->rows(); r++)
for (int c = 0; c < m_model->cols(); c++)
if (m_model->canAttack(m_selectedShip, r, c))
targets.append(QPoint(r, c));
m_board->setHighlightCells(targets);
m_status->setText(QStringLiteral("攻击:点击射程内(≤%1 格)已揭示的敌舰")
.arg(m_model->attackRange(m_selectedShip)));
}
void MainWindow::onPassAction()
{
if (m_online) { m_net->sendAction(QStringLiteral("pass")); resetSelection(); return; }
m_model->passTurn();
resetSelection();
updateShipInfo();
}
void MainWindow::onUndo()
{
if (m_online)
return;
if (m_phase != Phase::Play || m_waiting)
return;
if (!m_model->undo())
m_status->setText(QStringLiteral("没有可撤销的操作。"));
}
void MainWindow::onRedo()
{
if (m_online)
return;
if (m_phase != Phase::Play || m_waiting)
return;
if (!m_model->redo())
m_status->setText(QStringLiteral("没有可重做的操作。"));
}
void MainWindow::onSaveReplay()
{
if (m_online)
return;
const QString path = QFileDialog::getSaveFileName(this, QStringLiteral("保存复盘"),
QString(), QStringLiteral("回放文件 (*.txt);;所有文件 (*)"));
if (path.isEmpty())
return;
if (m_model->saveReplay(path))
m_status->setText(QStringLiteral("已保存复盘到:%1").arg(path));
else
m_status->setText(QStringLiteral("保存复盘失败。"));
}
void MainWindow::onAiPlay()
{
if (m_online)
return;
if (m_phase != Phase::Play || m_waiting)
return;
m_model->aiPlay();
resetSelection();
updateShipInfo();
}
// ---------------------------------------------------------------------------
// 辅助
// ---------------------------------------------------------------------------
void MainWindow::showPrompt(const QString& title, const QString& sub, const QString& btn, PromptRole role)
{
m_promptTitle->setText(title);
m_promptSub->setText(sub);
m_promptBtn->setText(btn);
m_promptRole = role;
m_stack->setCurrentWidget(m_promptPage);
}
void MainWindow::resetSelection()
{
m_mode = Mode::None;
m_selectedShip = -1;
m_board->setSelectedShip(-1);
m_board->setHighlightCells({});
m_board->setRangeCells({});
}
void MainWindow::refreshBoard()
{
if (m_online && m_net)
m_board->setSnapshot(snapshotFromJson(m_netState));
else
m_board->setSnapshot(snapshotFromModel(*m_model, m_viewPlayer));
}
void MainWindow::cancelSelection()
{
if (m_phase != Phase::Play || m_waiting)
return;
resetSelection();
updateShipInfo();
updateStatus();
}
void MainWindow::updateStatus()
{
if (m_online) {
if (m_phase == Phase::Play) {
const int cur = m_netState[QStringLiteral("currentPlayer")].toInt(0);
m_status->setText((cur == m_net->you())
? QStringLiteral("你的回合")
: QStringLiteral("等待对方…"));
}
return;
}
if (m_phase == Phase::Observe1 || m_phase == Phase::Observe2) {
m_status->setText(QStringLiteral("玩家%1 观察阶段:请记住己方舰队与行/列提示").arg(m_viewPlayer + 1));
} else if (m_phase == Phase::Play) {
int myShips = 0, myHp = 0, enShips = 0, enHp = 0;
for (int i = 0; i < m_model->shipCount(); i++) {
const GameModel::Ship& s = m_model->ship(i);
if (s.hp <= 0) continue;
if (s.owner == m_model->currentPlayer()) { myShips++; myHp += s.hp; }
else { enShips++; enHp += s.hp; }
}
m_status->setText(QStringLiteral("玩家%1 的回合 · 己方 %2 舰(血%3) · 敌方 %4 舰(血%5)")
.arg(m_model->currentPlayer() + 1)
.arg(myShips).arg(myHp)
.arg(enShips).arg(enHp));
}
}
void MainWindow::updateShipInfo()
{
if (m_online) {
const BoardSnapshot snap = snapshotFromJson(m_netState);
const ShipView* sel = nullptr;
for (const ShipView& sv : snap.ships)
if (sv.mine && sv.index == m_selectedShip) { sel = &sv; break; }
if (sel) {
static const QString dirNames[] = {
QStringLiteral("北"), QStringLiteral("东"),
QStringLiteral("南"), QStringLiteral("西")
};
m_shipInfo->setText(QStringLiteral("已选中:体积 %1 · 血量 %2/%3 · 射程 %4 · 船头朝%5")
.arg(sel->size).arg(sel->hp).arg(sel->maxHp)
.arg(sel->size * sel->size).arg(dirNames[sel->dir % 4]));
m_board->setRangeCells(attackRangeCells(*sel, snap.rows, snap.cols));
} else {
m_shipInfo->setText(QStringLiteral("未选中战舰(点击己方战舰选择)"));
m_board->setRangeCells({});
}
refreshButtons();
return;
}
if (m_selectedShip >= 0 && m_selectedShip < m_model->shipCount()) {
const GameModel::Ship& s = m_model->ship(m_selectedShip);
static const QString dirNames[] = {
QStringLiteral("北"), QStringLiteral("东"),
QStringLiteral("南"), QStringLiteral("西")
};
m_shipInfo->setText(QStringLiteral("已选中:体积 %1 · 血量 %2/%3 · 射程 %4 · 船头朝%5")
.arg(s.size)
.arg(s.hp)
.arg(s.maxHp)
.arg(m_model->attackRange(m_selectedShip))
.arg(dirNames[s.dir % 4]));
m_board->setRangeCells(m_model->attackRangeCells(m_selectedShip));
} else {
m_shipInfo->setText(QStringLiteral("未选中战舰(点击己方战舰选择)"));
m_board->setRangeCells({});
}
refreshButtons();
}
void MainWindow::refreshButtons()
{
bool play = (m_phase == Phase::Play) && !m_waiting;
m_fogBtn->setEnabled(play);
m_passBtn->setEnabled(play);
m_aiBtn->setEnabled(play && !m_online);
m_undoBtn->setEnabled(play && !m_online && m_model->undoCount() > 0);
m_redoBtn->setEnabled(play && !m_online && m_model->redoCount() > 0);
bool hasSel = play && m_selectedShip >= 0;
m_turnLBtn->setEnabled(hasSel);
m_turnRBtn->setEnabled(hasSel);
m_moveBtn->setEnabled(hasSel);
m_attackBtn->setEnabled(hasSel);
bool obs = (m_phase == Phase::Observe1 || m_phase == Phase::Observe2);
m_obsBanner->setVisible(obs);
m_skipObsBtn->setVisible(obs);
}