AutoProcessing.cs 39 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. //Rule Timing
  102. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.RulesTiming));
  103. //Trigger effect processing
  104. yield return ContinuousController.instance.StartCoroutine(TriggeredSkillProcess(false, null));
  105. GManager.instance.turnStateMachine.IsSelecting = false;
  106. GManager.instance.turnStateMachine.isSync = false;
  107. }
  108. #endregion
  109. #region Rule processing
  110. public bool IsRuleProcessing { get; set; } = false;
  111. bool IsNotDigimonInBreeding(Permanent permanent)
  112. {
  113. if (permanent != null)
  114. {
  115. if (permanent.TopCard != null)
  116. {
  117. if (CardEffectCommons.IsExistOnBreedingArea(permanent.TopCard))
  118. {
  119. if (!permanent.IsDigimon)
  120. {
  121. return true;
  122. }
  123. }
  124. }
  125. }
  126. return false;
  127. }
  128. bool IsNotHavingDP(Permanent permanent)
  129. {
  130. if (permanent != null)
  131. {
  132. if (permanent.TopCard != null)
  133. {
  134. Debug.Log($"RULE CHECK: {permanent.DP}");
  135. if (permanent.DP < 0)
  136. {
  137. if (permanent.IsPlaceToTrashDueToNotHavingDP)
  138. {
  139. if (permanent.IsDigimon)
  140. {
  141. return true;
  142. }
  143. if (permanent.TopCard.IsOption)
  144. {
  145. if (!permanent.IsPlayedOptionPermanent)
  146. {
  147. return true;
  148. }
  149. }
  150. }
  151. }
  152. }
  153. }
  154. return false;
  155. }
  156. bool IsDigimonLackDP(Permanent permanent)
  157. {
  158. if (permanent != null)
  159. {
  160. if (permanent.TopCard != null)
  161. {
  162. if (permanent.DP == 0)
  163. {
  164. if (permanent.IsDigimon)
  165. {
  166. if (permanent.CanBeDestroyed())
  167. {
  168. return true;
  169. }
  170. }
  171. }
  172. }
  173. }
  174. return false;
  175. }
  176. bool IsAttackerNotADigimon()
  177. {
  178. if (!GManager.instance.attackProcess.IsAttacking)
  179. return false;
  180. if (GManager.instance.attackProcess.AttackingPermanent != null)
  181. {
  182. if (!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
  183. return true;
  184. //if (GManager.instance.attackProcess.HasDefender && GManager.instance.attackProcess.DefendingPermanent == null)
  185. // return true;
  186. }
  187. return false;
  188. }
  189. bool IsDigimonLackLinkCondition(Permanent permanent)
  190. {
  191. if (permanent != null)
  192. {
  193. if (permanent.TopCard != null)
  194. {
  195. if (permanent.LinkedCards.Any(source => !source.CanLinkToTargetPermanent(permanent, false)))
  196. {
  197. return true;
  198. }
  199. }
  200. }
  201. return false;
  202. }
  203. bool IsDigimonLackLinkCount(Permanent permanent)
  204. {
  205. if (permanent != null)
  206. {
  207. if (permanent.TopCard != null)
  208. {
  209. if (permanent.LinkedCards.Count > permanent.LinkedMax)
  210. {
  211. return true;
  212. }
  213. }
  214. }
  215. return false;
  216. }
  217. bool IsPermanentFaceDown(Permanent permanent)
  218. {
  219. if (permanent != null)
  220. {
  221. if (permanent.TopCard != null)
  222. {
  223. if (permanent.TopCard.IsFlipped)
  224. {
  225. return true;
  226. }
  227. }
  228. }
  229. return false;
  230. }
  231. public IEnumerator RuleProcess()
  232. {
  233. while (DoRuleProcess())
  234. {
  235. IsRuleProcessing = true;
  236. //敗北処理
  237. yield return ContinuousController.instance.StartCoroutine(EndGameProcess());
  238. if (GManager.instance.turnStateMachine.endGame) yield break;
  239. //Trash Non Digimon from Breeding
  240. yield return ContinuousController.instance.StartCoroutine(TrashNonDigimonPermanentProcess());
  241. //DPを持たないカードをトラッシュする処理
  242. yield return ContinuousController.instance.StartCoroutine(TrashNoDPPermanentProcess());
  243. //DP不足処理
  244. yield return ContinuousController.instance.StartCoroutine(DigimonLackDPProcess());
  245. //Battle as Tamer
  246. yield return ContinuousController.instance.StartCoroutine(BattleWithoutDigimon());
  247. //Link Lacking condition
  248. yield return ContinuousController.instance.StartCoroutine(DigimonLackLinkConditionProcess());
  249. //Add link count correction
  250. yield return ContinuousController.instance.StartCoroutine(DigimonLackLinkMaxCountProcess());
  251. //Permanent Face Down
  252. yield return ContinuousController.instance.StartCoroutine(CardFaceDownProcess());
  253. IsRuleProcessing = false;
  254. }
  255. }
  256. #region Whether rule processing needs to be done
  257. bool DoRuleProcess()
  258. {
  259. if (IsRuleProcessing) return false;
  260. #region Whether it is necessary to perform game end processing
  261. if (GManager.instance.turnStateMachine.gameContext.Players.Count(player => player.IsLose) >= 1)
  262. {
  263. return true;
  264. }
  265. #endregion
  266. #region Is it necessary to discard cards in breeding?
  267. if (CardEffectCommons.HasMatchConditionPermanent(IsNotDigimonInBreeding, true))
  268. {
  269. return true;
  270. }
  271. #endregion
  272. #region Is it necessary to discard cards without DP?
  273. if (CardEffectCommons.HasMatchConditionPermanent(IsNotHavingDP))
  274. {
  275. return true;
  276. }
  277. #endregion
  278. #region Is it necessary to deal with Digimon's DP shortage?
  279. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackDP))
  280. {
  281. return true;
  282. }
  283. #endregion
  284. #region Is it necessary to deal with Battle Without Digimon?
  285. if (IsAttackerNotADigimon())
  286. {
  287. //return true;
  288. }
  289. #endregion
  290. #region Is it necessary to deal with Digimon's Link Cards?
  291. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackLinkCondition))
  292. {
  293. return true;
  294. }
  295. #endregion
  296. #region Is it necessary to deal with Digimon's Link Count?
  297. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackLinkCount))
  298. {
  299. return true;
  300. }
  301. #endregion
  302. #region Is it necessary to deal with card being face down?
  303. if (CardEffectCommons.HasMatchConditionPermanent(IsPermanentFaceDown, true))
  304. {
  305. return true;
  306. }
  307. #endregion
  308. return false;
  309. }
  310. #endregion
  311. #region Each rule processing
  312. #region Game end processing
  313. IEnumerator EndGameProcess()
  314. {
  315. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players)
  316. {
  317. if (player.IsLose)
  318. {
  319. if (!player.Enemy.IsLose)
  320. {
  321. GManager.instance.turnStateMachine.EndGame(player.Enemy, false);
  322. }
  323. else
  324. {
  325. GManager.instance.turnStateMachine.EndGame(null, false);
  326. }
  327. yield break;
  328. }
  329. }
  330. }
  331. #endregion
  332. #region Process of trashing cards in Breeding
  333. IEnumerator TrashNonDigimonPermanentProcess()
  334. {
  335. List<Permanent> BreedingPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  336. .Map(player => player.GetBreedingAreaPermanents()
  337. .Filter(IsNotDigimonInBreeding)).Flat();
  338. if (BreedingPermanents.Count >= 1)
  339. {
  340. foreach (Permanent permanent in BreedingPermanents)
  341. {
  342. if (permanent != null)
  343. {
  344. if (permanent.TopCard != null)
  345. {
  346. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  347. CardSource cardSource = permanent.TopCard;
  348. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  349. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  350. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  351. }
  352. }
  353. }
  354. }
  355. }
  356. #endregion
  357. #region Process of trashing cards without DP
  358. IEnumerator TrashNoDPPermanentProcess()
  359. {
  360. List<Permanent> DigitamaPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  361. .Map(player => player.GetBattleAreaPermanents()
  362. .Filter(IsNotHavingDP)).Flat();
  363. if (DigitamaPermanents.Count >= 1)
  364. {
  365. foreach (Permanent permanent in DigitamaPermanents)
  366. {
  367. if (permanent != null)
  368. {
  369. if (permanent.TopCard != null)
  370. {
  371. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  372. CardSource cardSource = permanent.TopCard;
  373. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  374. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  375. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  376. }
  377. }
  378. }
  379. }
  380. }
  381. #endregion
  382. #region Digimon DP shortage handling
  383. IEnumerator DigimonLackDPProcess()
  384. {
  385. List<Permanent> LackPowerPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  386. .Map(player => player.GetFieldPermanents()
  387. .Filter(IsDigimonLackDP)).Flat();
  388. if (LackPowerPermanents.Count >= 1)
  389. {
  390. Hashtable hashtable = new Hashtable()
  391. {
  392. { "DPZero", true }
  393. };
  394. yield return ContinuousController.instance.StartCoroutine(new DestroyPermanentsClass(LackPowerPermanents, hashtable).Destroy());
  395. }
  396. }
  397. #endregion
  398. #region Battle Concerning Tamer
  399. IEnumerator BattleWithoutDigimon()
  400. {
  401. if(GManager.instance.attackProcess.AttackingPermanent == null)
  402. yield break;
  403. if(!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
  404. GManager.instance.attackProcess.IsEndAttack = true;
  405. if(GManager.instance.attackProcess.DefendingPermanent == null && GManager.instance.attackProcess.HasDefender)
  406. GManager.instance.attackProcess.IsEndAttack = true;
  407. }
  408. #endregion
  409. #region Link Card Lacking conditions handling
  410. IEnumerator DigimonLackLinkConditionProcess()
  411. {
  412. List<Permanent> LackLinkConditionPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  413. .Map(player => player.GetFieldPermanents()
  414. .Filter(IsDigimonLackLinkCondition)).Flat();
  415. if (LackLinkConditionPermanents.Count >= 1)
  416. {
  417. foreach(Permanent permanent in LackLinkConditionPermanents)
  418. {
  419. List<CardSource> selectedCards = permanent.LinkedCards.FindAll(source => !source.CanLinkToTargetPermanent(permanent, false));
  420. yield return ContinuousController.instance.StartCoroutine(new ITrashLinkCards(
  421. permanent,
  422. selectedCards,
  423. null).TrashLinkCards());
  424. }
  425. }
  426. }
  427. #endregion
  428. #region Link Card Lacking Max Count handling
  429. IEnumerator DigimonLackLinkMaxCountProcess()
  430. {
  431. List<Permanent> LackLinkCountPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  432. .Map(player => player.GetFieldPermanents()
  433. .Filter(IsDigimonLackLinkCount)).Flat();
  434. if (LackLinkCountPermanents.Count >= 1)
  435. {
  436. foreach (Permanent permanent in LackLinkCountPermanents)
  437. {
  438. yield return ContinuousController.instance.StartCoroutine(permanent.RemoveLinkedCard(null, (permanent.LinkedCards.Count - permanent.LinkedMax)));
  439. }
  440. }
  441. }
  442. #endregion
  443. #region Process of trashing cards that are face down
  444. IEnumerator CardFaceDownProcess()
  445. {
  446. List<Permanent> FacedownPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  447. .Map(player => player.GetBattleAreaPermanents()
  448. .Filter(IsPermanentFaceDown)).Flat();
  449. foreach (Permanent permanent in FacedownPermanents)
  450. {
  451. if (permanent != null)
  452. {
  453. if (permanent.TopCard != null)
  454. {
  455. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  456. CardSource cardSource = permanent.TopCard;
  457. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  458. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  459. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  460. }
  461. }
  462. }
  463. }
  464. #endregion
  465. #endregion
  466. #endregion
  467. #region Trigger effect processing
  468. public IEnumerator TriggeredSkillProcess(bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
  469. {
  470. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  471. if (StackedSkillInfos.Count > 0)
  472. {
  473. List<SkillInfo> skillInfos = StackedSkillInfos.Filter(skillInfo => skillInfo != null && !skipSkillInfos.Contains(skillInfo));
  474. if (skillInfos.Count >= 1)
  475. {
  476. //Clear the list of triggering skills not included in the resolution timing
  477. foreach (SkillInfo skillInfo in skillInfos)
  478. {
  479. StackedSkillInfos.Remove(skillInfo);
  480. }
  481. //Process the list of skills being triggered
  482. if (availableMultipleSkills != null)
  483. {
  484. yield return ContinuousController.instance.StartCoroutine(availableMultipleSkills.ActivateMultipleSkills(
  485. skillInfos,
  486. this,
  487. CheckNewTriggredSkill_mainStack,
  488. skipCondition));
  489. }
  490. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.AfterEffectsActivate));
  491. }
  492. }
  493. }
  494. #endregion
  495. #region List of effects already achieved
  496. public List<SkillInfo> skillInfos_used
  497. {
  498. get
  499. {
  500. List<SkillInfo> skillInfos_used = new List<SkillInfo>();
  501. foreach (MultipleSkills multipleSkills in multipleSkills)
  502. {
  503. foreach (SkillInfo skillInfo in multipleSkills.SkillInfos_used)
  504. {
  505. skillInfos_used.Add(skillInfo);
  506. }
  507. }
  508. return skillInfos_used;
  509. }
  510. }
  511. #endregion
  512. #region The same effect has already been achieved
  513. public static bool HasExecutedSameEffect(List<SkillInfo> skillInfos, SkillInfo skillInfo)
  514. {
  515. return skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  516. }
  517. #endregion
  518. #region Check end of turn
  519. public IEnumerator EndTurnCheck()
  520. {
  521. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  522. {
  523. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  524. {
  525. GManager.instance.turnStateMachine.Passed = false;
  526. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.EndTurnProcess());
  527. }
  528. }
  529. }
  530. #endregion
  531. #region Minimum memory to end turn
  532. static int TurnEndMinMemory
  533. {
  534. get
  535. {
  536. int turnEndMinMemory = 1;
  537. #region the effects of players
  538. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  539. .Map(player => player.EffectList(EffectTiming.None))
  540. .Flat()
  541. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  542. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  543. #endregion
  544. #region the effects of permanents
  545. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  546. .Map(player => player.GetFieldPermanents())
  547. .Flat()
  548. .Map(permanent => permanent.EffectList(EffectTiming.None))
  549. .Flat()
  550. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  551. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  552. #endregion
  553. return turnEndMinMemory;
  554. }
  555. }
  556. #endregion
  557. #region Turn end processing
  558. public IEnumerator EndTurnProcess()
  559. {
  560. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  561. {
  562. GManager.instance.turnStateMachine.isSync = true;
  563. // yield return GManager.instance.photonWaitController.StartWait("EndTurnProcess");
  564. if (GManager.instance.turnStateMachine.Passed && GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  565. {
  566. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.PlayerID == 0)
  567. {
  568. GManager.instance.turnStateMachine.gameContext.Memory = 3;
  569. }
  570. else
  571. {
  572. GManager.instance.turnStateMachine.gameContext.Memory = -3;
  573. }
  574. yield return ContinuousController.instance.StartCoroutine(GManager.instance.memoryObject.SetMemory());
  575. }
  576. GManager.instance.turnStateMachine.Passed = true;
  577. //Effect at end of turn
  578. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.OnEndTurn));
  579. //Automatic processing check timing
  580. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  581. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  582. {
  583. GManager.instance.turnStateMachine.gameContext.TurnPhase = GameContext.phase.End;
  584. }
  585. else
  586. {
  587. GManager.instance.turnStateMachine.isSync = false;
  588. if (GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  589. {
  590. StartCoroutine(GManager.instance.turnStateMachine.SetMainPhase());
  591. }
  592. }
  593. }
  594. }
  595. #endregion
  596. #region Shrink security Digimon display
  597. public IEnumerator ShrinkSecurityDigimonDisplay()
  598. {
  599. if (!HasAwaitingActivateEffects()) yield break;
  600. if (GManager.instance.attackProcess.IsAttacking)
  601. {
  602. if (GManager.instance.attackProcess.SecurityDigimon != null)
  603. {
  604. if (GManager.instance.GetComponent<Effects>().ShowUseHandCard.gameObject.activeSelf && GManager.instance.GetComponent<Effects>().ShowUseHandCard.cardSource == GManager.instance.attackProcess.SecurityDigimon)
  605. {
  606. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().MoveToExecuteCardEffect(GManager.instance.attackProcess.SecurityDigimon));
  607. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.SecurityDigimon.Owner.brainStormObject.BrainStormCoroutine(GManager.instance.attackProcess.SecurityDigimon));
  608. }
  609. }
  610. }
  611. }
  612. #endregion
  613. #region Whether there is awaiting activate effects
  614. public bool HasAwaitingActivateEffects()
  615. {
  616. if (StackedSkillInfos.Count >= 2)
  617. {
  618. return true;
  619. }
  620. else if (StackedSkillInfos.Count == 1)
  621. {
  622. if (StackedSkillInfos[0].CardEffect.CanActivate(StackedSkillInfos[0].Hashtable))
  623. {
  624. return true;
  625. }
  626. }
  627. return false;
  628. }
  629. #endregion
  630. #region Get skillInfos
  631. public static List<SkillInfo> GetSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  632. {
  633. List<SkillInfo> skillInfos = new List<SkillInfo>();
  634. #region player effect
  635. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  636. {
  637. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  638. {
  639. if (cardEffect is ActivateICardEffect)
  640. {
  641. if (!cardEffect.IsBackgroundProcess)
  642. {
  643. if (cardEffect.CanTrigger(hashtable))
  644. {
  645. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  646. }
  647. }
  648. }
  649. }
  650. }
  651. #endregion
  652. #region Effects of permanents in play
  653. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  654. {
  655. foreach (Permanent permanent in player.GetFieldPermanents())
  656. {
  657. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  658. {
  659. if (cardEffect is ActivateICardEffect)
  660. {
  661. if (!cardEffect.IsBackgroundProcess)
  662. {
  663. if (cardEffect.CanTrigger(hashtable))
  664. {
  665. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  666. }
  667. }
  668. }
  669. }
  670. }
  671. }
  672. #endregion
  673. #region Trash card effect
  674. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  675. {
  676. foreach (CardSource cardSource in player.TrashCards)
  677. {
  678. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  679. {
  680. if (cardEffect is ActivateICardEffect)
  681. {
  682. if (!cardEffect.IsBackgroundProcess)
  683. {
  684. if (cardEffect.CanTrigger(hashtable))
  685. {
  686. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  687. }
  688. }
  689. }
  690. }
  691. }
  692. }
  693. #endregion
  694. #region Effects of cards in hand
  695. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  696. {
  697. foreach (CardSource cardSource in player.HandCards)
  698. {
  699. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  700. {
  701. if (cardEffect is ActivateICardEffect)
  702. {
  703. if (!cardEffect.IsBackgroundProcess)
  704. {
  705. if (cardEffect.CanTrigger(hashtable))
  706. {
  707. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  708. }
  709. }
  710. }
  711. }
  712. }
  713. }
  714. #endregion
  715. #region Effects of faceup security
  716. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  717. {
  718. foreach (CardSource source in player.SecurityCards)
  719. {
  720. if (source.IsFlipped)
  721. continue;
  722. foreach (ICardEffect cardEffect in source.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  723. {
  724. if (cardEffect is ActivateICardEffect)
  725. {
  726. if (!cardEffect.IsBackgroundProcess)
  727. {
  728. if (cardEffect.CanTrigger(hashtable))
  729. {
  730. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  731. }
  732. }
  733. }
  734. }
  735. }
  736. }
  737. #endregion
  738. return skillInfos;
  739. }
  740. #endregion
  741. #region Activate background effects
  742. public static IEnumerator ActivateBackgroundEffects(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  743. {
  744. #region Player effect
  745. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  746. {
  747. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  748. {
  749. if (cardEffect is ActivateICardEffect)
  750. {
  751. if (cardEffect.IsBackgroundProcess)
  752. {
  753. if (cardEffect.CanUse(hashtable))
  754. {
  755. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  756. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  757. }
  758. }
  759. }
  760. }
  761. }
  762. #endregion
  763. #region Effects of permanents in play
  764. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  765. {
  766. foreach (Permanent permanent in player.GetFieldPermanents())
  767. {
  768. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  769. {
  770. if (cardEffect is ActivateICardEffect)
  771. {
  772. if (cardEffect.IsBackgroundProcess)
  773. {
  774. if (cardEffect.CanUse(hashtable))
  775. {
  776. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  777. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  778. }
  779. }
  780. }
  781. }
  782. }
  783. }
  784. #endregion
  785. #region Trash card effect
  786. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  787. {
  788. foreach (CardSource cardSource in player.TrashCards)
  789. {
  790. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  791. {
  792. if (cardEffect is ActivateICardEffect)
  793. {
  794. if (cardEffect.IsBackgroundProcess)
  795. {
  796. if (cardEffect.CanUse(hashtable))
  797. {
  798. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  799. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  800. }
  801. }
  802. }
  803. }
  804. }
  805. }
  806. #endregion
  807. #region Effects of cards in hand
  808. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  809. {
  810. foreach (CardSource cardSource in player.HandCards)
  811. {
  812. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  813. {
  814. if (cardEffect is ActivateICardEffect)
  815. {
  816. if (cardEffect.IsBackgroundProcess)
  817. {
  818. if (cardEffect.CanUse(hashtable))
  819. {
  820. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  821. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  822. }
  823. }
  824. }
  825. }
  826. }
  827. }
  828. #endregion
  829. }
  830. #endregion
  831. #region Stack skillInfos
  832. public IEnumerator StackSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  833. {
  834. GetSkillInfos(hashtable, timing, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  835. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffects(hashtable, timing, cardEffectCondition));
  836. }
  837. #endregion
  838. #region Get skillInfos of cards
  839. public static List<SkillInfo> GetSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  840. {
  841. List<SkillInfo> skillInfos = new List<SkillInfo>();
  842. #region カードリストの効果
  843. foreach (CardSource cardSource in cardSources)
  844. {
  845. if (cardSource.PermanentOfThisCard() == null)
  846. {
  847. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  848. {
  849. if (cardEffect is ActivateICardEffect)
  850. {
  851. if (!cardEffect.IsBackgroundProcess)
  852. {
  853. if (cardEffect.CanTrigger(hashtable))
  854. {
  855. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  856. }
  857. }
  858. }
  859. }
  860. }
  861. }
  862. #endregion
  863. return skillInfos;
  864. }
  865. #endregion
  866. #region Activate background effects of cards
  867. public static IEnumerator ActivateBackgroundEffectsOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  868. {
  869. #region Effect of card list
  870. foreach (CardSource cardSource in cardSources)
  871. {
  872. if (cardSource.PermanentOfThisCard() == null)
  873. {
  874. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  875. {
  876. if (cardEffect is ActivateICardEffect)
  877. {
  878. if (cardEffect.IsBackgroundProcess)
  879. {
  880. if (cardEffect.CanUse(hashtable))
  881. {
  882. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  883. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  884. }
  885. }
  886. }
  887. }
  888. }
  889. }
  890. #endregion
  891. }
  892. #endregion
  893. #region Stack skillInfos of cards
  894. public IEnumerator StackSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  895. {
  896. GetSkillInfosOfCards(hashtable, timing, cardSources, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  897. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffectsOfCards(hashtable, timing, cardSources, cardEffectCondition));
  898. }
  899. #endregion
  900. public ICardEffect MainProcessingEffect { get; private set; } = null;
  901. List<ICardEffect> _usedCutinEffects = new List<ICardEffect>();
  902. public IEnumerator ActivateEffectProcess(ICardEffect cardEffect, Hashtable hashtable, bool isCheckOptional = true)
  903. {
  904. if (cardEffect == null) yield break;
  905. if (!(cardEffect is ActivateICardEffect)) yield break;
  906. if (cardEffect.CanActivate(hashtable) || cardEffect.IsDeclarative)
  907. {
  908. bool isEffectProcessing = MainProcessingEffect != null;
  909. if (!isEffectProcessing)
  910. {
  911. MainProcessingEffect = cardEffect;
  912. _usedCutinEffects = new List<ICardEffect>();
  913. }
  914. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate_Optional_Effect_Execute(hashtable, isCheckOptional));
  915. if (!isEffectProcessing)
  916. {
  917. MainProcessingEffect = null;
  918. _usedCutinEffects = new List<ICardEffect>();
  919. }
  920. }
  921. }
  922. public bool IsCutInEffectHasUsed(ICardEffect cutinEffect)
  923. {
  924. return false;//TODO: General line 17 - _usedCutinEffects.Some(cardEffect => cardEffect.IsSameEffect(cutinEffect));
  925. }
  926. public bool IsCutInEffectUsedMaxCount(ICardEffect cutinEffect)
  927. {
  928. return _usedCutinEffects.Count(cardEffect => cardEffect.IsSameEffect(cutinEffect)) < cutinEffect.ChainActivations;
  929. }
  930. public void AddCutinEffect(ICardEffect cardEffect)
  931. {
  932. if (GManager.instance.autoProcessing.MainProcessingEffect != null)
  933. {
  934. _usedCutinEffects.Add(cardEffect);
  935. }
  936. }
  937. }