AutoProcessing.cs 30 KB

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  1. using Photon.Pun;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using UnityEngine;
  7. public class AutoProcessing : MonoBehaviourPunCallbacks
  8. {
  9. //Skill list before triggering and entering resolution timing
  10. public List<SkillInfo> StackedSkillInfos { get; set; } = new List<SkillInfo>();
  11. //Skill Processing Component List
  12. public List<MultipleSkills> multipleSkills = new List<MultipleSkills>();
  13. [SerializeField] bool SkipSameEffect;
  14. public List<SkillInfo> skipSkillInfos = new List<SkillInfo>();
  15. #region Available Skill Processing Component
  16. public MultipleSkills availableMultipleSkills
  17. {
  18. get
  19. {
  20. foreach (MultipleSkills _multipleSkills in multipleSkills)
  21. {
  22. if (!_multipleSkills.IsUsing)
  23. {
  24. return _multipleSkills;
  25. }
  26. }
  27. return null;
  28. }
  29. }
  30. #endregion
  31. #region Stack during effect processing
  32. public MultipleSkills executingMultipleSkills
  33. {
  34. get
  35. {
  36. for (int i = 0; i < multipleSkills.Count; i++)
  37. {
  38. if (multipleSkills[multipleSkills.Count - 1 - i].IsUsing)
  39. {
  40. return multipleSkills[multipleSkills.Count - 1 - i];
  41. }
  42. }
  43. return null;
  44. }
  45. }
  46. #endregion
  47. #region put the effect on the stack
  48. public void PutStackedSkill(SkillInfo skillInfo)
  49. {
  50. if (skillInfo == null) return;
  51. if (skillInfo.CardEffect == null) return;
  52. if (skillInfo.CardEffect.EffectSourceCard == null) return;
  53. if (!(skillInfo.CardEffect is ActivateICardEffect)) return;
  54. CardSource card = skillInfo.CardEffect.EffectSourceCard;
  55. Permanent permanent = card.PermanentOfThisCard();
  56. #region set the flag whether it is Digimon's effect
  57. if (permanent != null)
  58. {
  59. if (permanent.IsDigimon)
  60. {
  61. skillInfo.CardEffect.SetIsDigimonEffect(true);
  62. }
  63. }
  64. if (card == GManager.instance.attackProcess.SecurityDigimon)
  65. {
  66. skillInfo.CardEffect.SetIsDigimonEffect(true);
  67. }
  68. #endregion
  69. #region set the flag whether it is Tamer's effect
  70. if (permanent != null)
  71. {
  72. if (permanent.IsTamer)
  73. {
  74. skillInfo.CardEffect.SetIsTamerEffect(true);
  75. }
  76. }
  77. else if (card.IsTamer)
  78. {
  79. skillInfo.CardEffect.SetIsTamerEffect(true);
  80. }
  81. #endregion
  82. #region set permanent and topCard when triggered
  83. ((ActivateICardEffect)skillInfo.CardEffect).PermanentWhenTriggered = permanent;
  84. if (permanent != null)
  85. {
  86. ((ActivateICardEffect)skillInfo.CardEffect).TopCardWhenTriggered = permanent.TopCard;
  87. }
  88. #endregion
  89. StackedSkillInfos.Add(skillInfo);
  90. }
  91. #endregion
  92. #region Automated processing checks
  93. public IEnumerator AutoProcessCheck()
  94. {
  95. if (!GManager.instance.turnStateMachine.DoneStartGame) yield break;
  96. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  97. GManager.instance.turnStateMachine.IsSelecting = true;
  98. GManager.instance.turnStateMachine.isSync = true;
  99. //Rule processing
  100. yield return ContinuousController.instance.StartCoroutine(RuleProcess());
  101. //Trigger effect processing
  102. yield return ContinuousController.instance.StartCoroutine(TriggeredSkillProcess(false, null));
  103. GManager.instance.turnStateMachine.IsSelecting = false;
  104. GManager.instance.turnStateMachine.isSync = false;
  105. }
  106. #endregion
  107. #region Rule processing
  108. public bool IsRuleProcessing { get; set; } = false;
  109. bool IsNotHavingDP(Permanent permanent)
  110. {
  111. if (permanent != null)
  112. {
  113. if (permanent.TopCard != null)
  114. {
  115. if (permanent.DP < 0)
  116. {
  117. if (permanent.IsPlaceToTrashDueToNotHavingDP)
  118. {
  119. if (permanent.IsDigimon)
  120. {
  121. return true;
  122. }
  123. if (permanent.TopCard.IsOption)
  124. {
  125. if (!permanent.IsPlayedOptionPermanent)
  126. {
  127. return true;
  128. }
  129. }
  130. }
  131. }
  132. }
  133. }
  134. return false;
  135. }
  136. bool IsDigimonLackDP(Permanent permanent)
  137. {
  138. if (permanent != null)
  139. {
  140. if (permanent.TopCard != null)
  141. {
  142. if (permanent.DP == 0)
  143. {
  144. if (permanent.IsDigimon)
  145. {
  146. if (permanent.CanBeDestroyed())
  147. {
  148. return true;
  149. }
  150. }
  151. }
  152. }
  153. }
  154. return false;
  155. }
  156. public IEnumerator RuleProcess()
  157. {
  158. while (DoRuleProcess())
  159. {
  160. IsRuleProcessing = true;
  161. //敗北処理
  162. yield return ContinuousController.instance.StartCoroutine(EndGameProcess());
  163. if (GManager.instance.turnStateMachine.endGame) yield break;
  164. //DPを持たないカードをトラッシュする処理
  165. yield return ContinuousController.instance.StartCoroutine(TrashNoDPPermanentProcess());
  166. //DP不足処理
  167. yield return ContinuousController.instance.StartCoroutine(DigimonLackDPProcess());
  168. IsRuleProcessing = false;
  169. }
  170. }
  171. #region Whether rule processing needs to be done
  172. bool DoRuleProcess()
  173. {
  174. if (IsRuleProcessing) return false;
  175. #region Whether it is necessary to perform game end processing
  176. if (GManager.instance.turnStateMachine.gameContext.Players.Count(player => player.IsLose) >= 1)
  177. {
  178. return true;
  179. }
  180. #endregion
  181. #region Is it necessary to discard cards without DP?
  182. if (CardEffectCommons.HasMatchConditionPermanent(IsNotHavingDP))
  183. {
  184. return true;
  185. }
  186. #endregion
  187. #region Is it necessary to deal with Digimon's DP shortage?
  188. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackDP, true))
  189. {
  190. return true;
  191. }
  192. #endregion
  193. return false;
  194. }
  195. #endregion
  196. #region Each rule processing
  197. #region Game end processing
  198. IEnumerator EndGameProcess()
  199. {
  200. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players)
  201. {
  202. if (player.IsLose)
  203. {
  204. if (!player.Enemy.IsLose)
  205. {
  206. GManager.instance.turnStateMachine.EndGame(player.Enemy, false);
  207. }
  208. else
  209. {
  210. GManager.instance.turnStateMachine.EndGame(null, false);
  211. }
  212. yield break;
  213. }
  214. }
  215. }
  216. #endregion
  217. #region Process of trashing cards without DP
  218. IEnumerator TrashNoDPPermanentProcess()
  219. {
  220. List<Permanent> DigitamaPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  221. .Map(player => player.GetBattleAreaPermanents()
  222. .Filter(IsNotHavingDP)).Flat();
  223. if (DigitamaPermanents.Count >= 1)
  224. {
  225. foreach (Permanent permanent in DigitamaPermanents)
  226. {
  227. if (permanent != null)
  228. {
  229. if (permanent.TopCard != null)
  230. {
  231. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  232. CardSource cardSource = permanent.TopCard;
  233. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  234. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  235. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  236. }
  237. }
  238. }
  239. }
  240. }
  241. #endregion
  242. #region Digimon DP shortage handling
  243. IEnumerator DigimonLackDPProcess()
  244. {
  245. List<Permanent> LackPowerPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  246. .Map(player => player.GetFieldPermanents()
  247. .Filter(IsDigimonLackDP)).Flat();
  248. if (LackPowerPermanents.Count >= 1)
  249. {
  250. Hashtable hashtable = new Hashtable()
  251. {
  252. { "DPZero", true }
  253. };
  254. yield return ContinuousController.instance.StartCoroutine(new DestroyPermanentsClass(LackPowerPermanents, hashtable).Destroy());
  255. }
  256. }
  257. #endregion
  258. #endregion
  259. #endregion
  260. #region Trigger effect processing
  261. public IEnumerator TriggeredSkillProcess(bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
  262. {
  263. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  264. if (StackedSkillInfos.Count > 0)
  265. {
  266. List<SkillInfo> skillInfos = StackedSkillInfos.Filter(skillInfo => skillInfo != null && !skipSkillInfos.Contains(skillInfo));
  267. if (skillInfos.Count >= 1)
  268. {
  269. //Clear the list of triggering skills not included in the resolution timing
  270. foreach (SkillInfo skillInfo in skillInfos)
  271. {
  272. StackedSkillInfos.Remove(skillInfo);
  273. }
  274. //Process the list of skills being triggered
  275. if (availableMultipleSkills != null)
  276. {
  277. yield return ContinuousController.instance.StartCoroutine(availableMultipleSkills.ActivateMultipleSkills(
  278. skillInfos,
  279. this,
  280. CheckNewTriggredSkill_mainStack,
  281. skipCondition));
  282. }
  283. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.AfterEffectsActivate));
  284. }
  285. }
  286. }
  287. #endregion
  288. #region List of effects already achieved
  289. public List<SkillInfo> skillInfos_used
  290. {
  291. get
  292. {
  293. List<SkillInfo> skillInfos_used = new List<SkillInfo>();
  294. foreach (MultipleSkills multipleSkills in multipleSkills)
  295. {
  296. foreach (SkillInfo skillInfo in multipleSkills.SkillInfos_used)
  297. {
  298. skillInfos_used.Add(skillInfo);
  299. }
  300. }
  301. return skillInfos_used;
  302. }
  303. }
  304. #endregion
  305. #region The same effect has already been achieved
  306. public static bool HasExecutedSameEffect(List<SkillInfo> skillInfos, SkillInfo skillInfo)
  307. {
  308. /*
  309. bool hasExecutedSameEffect = skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  310. if (hasExecutedSameEffect)
  311. {
  312. Debug.Log($"{skillInfo.CardEffect.EffectSourceCard.CardNames[0]}の{skillInfo.CardEffect.EffectName}は同一処理中に発動済み");
  313. }
  314. */
  315. return skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  316. }
  317. #endregion
  318. #region Check end of turn
  319. public IEnumerator EndTurnCheck()
  320. {
  321. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  322. {
  323. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  324. {
  325. GManager.instance.turnStateMachine.Passed = false;
  326. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.EndTurnProcess());
  327. }
  328. }
  329. }
  330. #endregion
  331. #region Minimum memory to end turn
  332. static int TurnEndMinMemory
  333. {
  334. get
  335. {
  336. int turnEndMinMemory = 1;
  337. #region the effects of players
  338. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  339. .Map(player => player.EffectList(EffectTiming.None))
  340. .Flat()
  341. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  342. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  343. #endregion
  344. #region the effects of permanents
  345. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  346. .Map(player => player.GetFieldPermanents())
  347. .Flat()
  348. .Map(permanent => permanent.EffectList(EffectTiming.None))
  349. .Flat()
  350. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  351. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  352. #endregion
  353. return turnEndMinMemory;
  354. }
  355. }
  356. #endregion
  357. #region Turn end processing
  358. public IEnumerator EndTurnProcess()
  359. {
  360. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  361. {
  362. GManager.instance.turnStateMachine.isSync = true;
  363. // yield return GManager.instance.photonWaitController.StartWait("EndTurnProcess");
  364. if (GManager.instance.turnStateMachine.Passed && GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  365. {
  366. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.PlayerID == 0)
  367. {
  368. GManager.instance.turnStateMachine.gameContext.Memory = 3;
  369. }
  370. else
  371. {
  372. GManager.instance.turnStateMachine.gameContext.Memory = -3;
  373. }
  374. yield return ContinuousController.instance.StartCoroutine(GManager.instance.memoryObject.SetMemory());
  375. }
  376. GManager.instance.turnStateMachine.Passed = true;
  377. //Effect at end of turn
  378. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.OnEndTurn));
  379. //Automatic processing check timing
  380. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  381. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  382. {
  383. GManager.instance.turnStateMachine.gameContext.TurnPhase = GameContext.phase.End;
  384. }
  385. else
  386. {
  387. GManager.instance.turnStateMachine.isSync = false;
  388. if (GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  389. {
  390. StartCoroutine(GManager.instance.turnStateMachine.SetMainPhase());
  391. }
  392. }
  393. }
  394. }
  395. #endregion
  396. #region Shrink security Digimon display
  397. public IEnumerator ShrinkSecurityDigimonDisplay()
  398. {
  399. if (!HasAwaitingActivateEffects()) yield break;
  400. if (GManager.instance.attackProcess.IsAttacking)
  401. {
  402. if (GManager.instance.attackProcess.SecurityDigimon != null)
  403. {
  404. if (GManager.instance.GetComponent<Effects>().ShowUseHandCard.gameObject.activeSelf && GManager.instance.GetComponent<Effects>().ShowUseHandCard.cardSource == GManager.instance.attackProcess.SecurityDigimon)
  405. {
  406. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().MoveToExecuteCardEffect(GManager.instance.attackProcess.SecurityDigimon));
  407. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.SecurityDigimon.Owner.brainStormObject.BrainStormCoroutine(GManager.instance.attackProcess.SecurityDigimon));
  408. }
  409. }
  410. }
  411. }
  412. #endregion
  413. #region Whether there is awaiting activate effects
  414. public bool HasAwaitingActivateEffects()
  415. {
  416. if (StackedSkillInfos.Count >= 2)
  417. {
  418. return true;
  419. }
  420. else if (StackedSkillInfos.Count == 1)
  421. {
  422. if (StackedSkillInfos[0].CardEffect.CanActivate(StackedSkillInfos[0].Hashtable))
  423. {
  424. return true;
  425. }
  426. }
  427. return false;
  428. }
  429. #endregion
  430. #region Get skillInfos
  431. public static List<SkillInfo> GetSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  432. {
  433. List<SkillInfo> skillInfos = new List<SkillInfo>();
  434. #region player effect
  435. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  436. {
  437. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  438. {
  439. if (cardEffect is ActivateICardEffect)
  440. {
  441. if (!cardEffect.IsBackgroundProcess)
  442. {
  443. if (cardEffect.CanTrigger(hashtable))
  444. {
  445. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  446. }
  447. }
  448. }
  449. }
  450. }
  451. #endregion
  452. #region Effects of permanents in play
  453. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  454. {
  455. foreach (Permanent permanent in player.GetFieldPermanents())
  456. {
  457. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  458. {
  459. if (cardEffect is ActivateICardEffect)
  460. {
  461. if (!cardEffect.IsBackgroundProcess)
  462. {
  463. if (cardEffect.CanTrigger(hashtable))
  464. {
  465. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  466. }
  467. }
  468. }
  469. }
  470. }
  471. }
  472. #endregion
  473. #region Trash card effect
  474. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  475. {
  476. foreach (CardSource cardSource in player.TrashCards)
  477. {
  478. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  479. {
  480. if (cardEffect is ActivateICardEffect)
  481. {
  482. if (!cardEffect.IsBackgroundProcess)
  483. {
  484. if (cardEffect.CanTrigger(hashtable))
  485. {
  486. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  487. }
  488. }
  489. }
  490. }
  491. }
  492. }
  493. #endregion
  494. #region Effects of cards in hand
  495. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  496. {
  497. foreach (CardSource cardSource in player.HandCards)
  498. {
  499. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  500. {
  501. if (cardEffect is ActivateICardEffect)
  502. {
  503. if (!cardEffect.IsBackgroundProcess)
  504. {
  505. if (cardEffect.CanTrigger(hashtable))
  506. {
  507. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  508. }
  509. }
  510. }
  511. }
  512. }
  513. }
  514. #endregion
  515. return skillInfos;
  516. }
  517. #endregion
  518. #region Activate background effects
  519. public static IEnumerator ActivateBackgroundEffects(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  520. {
  521. #region Player effect
  522. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  523. {
  524. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  525. {
  526. if (cardEffect is ActivateICardEffect)
  527. {
  528. if (cardEffect.IsBackgroundProcess)
  529. {
  530. if (cardEffect.CanUse(hashtable))
  531. {
  532. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  533. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  534. }
  535. }
  536. }
  537. }
  538. }
  539. #endregion
  540. #region Effects of permanents in play
  541. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  542. {
  543. foreach (Permanent permanent in player.GetFieldPermanents())
  544. {
  545. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  546. {
  547. if (cardEffect is ActivateICardEffect)
  548. {
  549. if (cardEffect.IsBackgroundProcess)
  550. {
  551. if (cardEffect.CanUse(hashtable))
  552. {
  553. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  554. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  555. }
  556. }
  557. }
  558. }
  559. }
  560. }
  561. #endregion
  562. #region Trash card effect
  563. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  564. {
  565. foreach (CardSource cardSource in player.TrashCards)
  566. {
  567. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  568. {
  569. if (cardEffect is ActivateICardEffect)
  570. {
  571. if (cardEffect.IsBackgroundProcess)
  572. {
  573. if (cardEffect.CanUse(hashtable))
  574. {
  575. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  576. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  577. }
  578. }
  579. }
  580. }
  581. }
  582. }
  583. #endregion
  584. #region Effects of cards in hand
  585. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  586. {
  587. foreach (CardSource cardSource in player.HandCards)
  588. {
  589. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  590. {
  591. if (cardEffect is ActivateICardEffect)
  592. {
  593. if (cardEffect.IsBackgroundProcess)
  594. {
  595. if (cardEffect.CanUse(hashtable))
  596. {
  597. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  598. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  599. }
  600. }
  601. }
  602. }
  603. }
  604. }
  605. #endregion
  606. }
  607. #endregion
  608. #region Stack skillInfos
  609. public IEnumerator StackSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  610. {
  611. GetSkillInfos(hashtable, timing, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  612. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffects(hashtable, timing, cardEffectCondition));
  613. }
  614. #endregion
  615. #region Get skillInfos of cards
  616. public static List<SkillInfo> GetSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  617. {
  618. List<SkillInfo> skillInfos = new List<SkillInfo>();
  619. #region カードリストの効果
  620. foreach (CardSource cardSource in cardSources)
  621. {
  622. if (cardSource.PermanentOfThisCard() == null)
  623. {
  624. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  625. {
  626. if (cardEffect is ActivateICardEffect)
  627. {
  628. if (!cardEffect.IsBackgroundProcess)
  629. {
  630. if (cardEffect.CanTrigger(hashtable))
  631. {
  632. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  633. }
  634. }
  635. }
  636. }
  637. }
  638. }
  639. #endregion
  640. return skillInfos;
  641. }
  642. #endregion
  643. #region Activate background effects of cards
  644. public static IEnumerator ActivateBackgroundEffectsOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  645. {
  646. #region Effect of card list
  647. foreach (CardSource cardSource in cardSources)
  648. {
  649. if (cardSource.PermanentOfThisCard() == null)
  650. {
  651. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  652. {
  653. if (cardEffect is ActivateICardEffect)
  654. {
  655. if (cardEffect.IsBackgroundProcess)
  656. {
  657. if (cardEffect.CanUse(hashtable))
  658. {
  659. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  660. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  661. }
  662. }
  663. }
  664. }
  665. }
  666. }
  667. #endregion
  668. }
  669. #endregion
  670. #region Stack skillInfos of cards
  671. public IEnumerator StackSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  672. {
  673. GetSkillInfosOfCards(hashtable, timing, cardSources, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  674. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffectsOfCards(hashtable, timing, cardSources, cardEffectCondition));
  675. }
  676. #endregion
  677. public ICardEffect MainProcessingEffect { get; private set; } = null;
  678. List<ICardEffect> _usedCutinEffects = new List<ICardEffect>();
  679. public IEnumerator ActivateEffectProcess(ICardEffect cardEffect, Hashtable hashtable, bool isCheckOptional = true)
  680. {
  681. if (cardEffect == null) yield break;
  682. if (!(cardEffect is ActivateICardEffect)) yield break;
  683. if (cardEffect.CanActivate(hashtable) || cardEffect.IsDeclarative)
  684. {
  685. UnityEngine.Debug.Log($"ActivateEffectProcess - Passing CanActivate: {cardEffect.EffectSourceCard.BaseENGCardNameFromEntity}");
  686. bool isEffectProcessing = MainProcessingEffect != null;
  687. if (!isEffectProcessing)
  688. {
  689. MainProcessingEffect = cardEffect;
  690. _usedCutinEffects = new List<ICardEffect>();
  691. }
  692. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate_Optional_Effect_Execute(hashtable, isCheckOptional));
  693. if (!isEffectProcessing)
  694. {
  695. MainProcessingEffect = null;
  696. _usedCutinEffects = new List<ICardEffect>();
  697. }
  698. }
  699. }
  700. public bool IsCutInEffectHasUsed(ICardEffect cutinEffect)
  701. {
  702. return _usedCutinEffects.Some(cardEffect => cardEffect.IsSameEffect(cutinEffect));
  703. }
  704. public void AddCutinEffect(ICardEffect cardEffect)
  705. {
  706. if (GManager.instance.autoProcessing.MainProcessingEffect != null)
  707. {
  708. _usedCutinEffects.Add(cardEffect);
  709. }
  710. }
  711. }