AutoProcessing.cs 30 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Photon;
  5. using Photon.Pun;
  6. using System;
  7. using System.Linq;
  8. using UnityEditor.Rendering;
  9. public class AutoProcessing : MonoBehaviourPunCallbacks
  10. {
  11. //Skill list before triggering and entering resolution timing
  12. public List<SkillInfo> StackedSkillInfos { get; set; } = new List<SkillInfo>();
  13. //Skill Processing Component List
  14. public List<MultipleSkills> multipleSkills = new List<MultipleSkills>();
  15. [SerializeField] bool SkipSameEffect;
  16. public List<SkillInfo> skipSkillInfos = new List<SkillInfo>();
  17. #region Available Skill Processing Component
  18. public MultipleSkills availableMultipleSkills
  19. {
  20. get
  21. {
  22. foreach (MultipleSkills _multipleSkills in multipleSkills)
  23. {
  24. if (!_multipleSkills.IsUsing)
  25. {
  26. return _multipleSkills;
  27. }
  28. }
  29. return null;
  30. }
  31. }
  32. #endregion
  33. #region 効果処理中のスタック
  34. public MultipleSkills executingMultipleSkills
  35. {
  36. get
  37. {
  38. for (int i = 0; i < multipleSkills.Count; i++)
  39. {
  40. if (multipleSkills[multipleSkills.Count - 1 - i].IsUsing)
  41. {
  42. return multipleSkills[multipleSkills.Count - 1 - i];
  43. }
  44. }
  45. return null;
  46. }
  47. }
  48. #endregion
  49. #region 効果をスタックに載せる
  50. public void PutStackedSkill(SkillInfo skillInfo)
  51. {
  52. if (skillInfo == null) return;
  53. if (skillInfo.CardEffect == null) return;
  54. if (skillInfo.CardEffect.EffectSourceCard == null) return;
  55. if (!(skillInfo.CardEffect is ActivateICardEffect)) return;
  56. CardSource card = skillInfo.CardEffect.EffectSourceCard;
  57. Permanent permanent = card.PermanentOfThisCard();
  58. #region set the flag whether it is Digimon's effect
  59. if (permanent != null)
  60. {
  61. if (permanent.IsDigimon)
  62. {
  63. skillInfo.CardEffect.SetIsDigimonEffect(true);
  64. }
  65. }
  66. if (card == GManager.instance.attackProcess.SecurityDigimon)
  67. {
  68. skillInfo.CardEffect.SetIsDigimonEffect(true);
  69. }
  70. #endregion
  71. #region set the flag whether it is Tamer's effect
  72. if (permanent != null)
  73. {
  74. if (permanent.IsTamer)
  75. {
  76. skillInfo.CardEffect.SetIsTamerEffect(true);
  77. }
  78. }
  79. else if (card.IsTamer)
  80. {
  81. skillInfo.CardEffect.SetIsTamerEffect(true);
  82. }
  83. #endregion
  84. #region set permanent and topCard when triggered
  85. ((ActivateICardEffect)skillInfo.CardEffect).PermanentWhenTriggered = permanent;
  86. if (permanent != null)
  87. {
  88. ((ActivateICardEffect)skillInfo.CardEffect).TopCardWhenTriggered = permanent.TopCard;
  89. }
  90. #endregion
  91. StackedSkillInfos.Add(skillInfo);
  92. }
  93. #endregion
  94. #region Automated processing checks
  95. public IEnumerator AutoProcessCheck()
  96. {
  97. if (!GManager.instance.turnStateMachine.DoneStartGame) yield break;
  98. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  99. GManager.instance.turnStateMachine.IsSelecting = true;
  100. GManager.instance.turnStateMachine.isSync = true;
  101. //ルール処理
  102. yield return ContinuousController.instance.StartCoroutine(RuleProcess());
  103. //誘発効果処理
  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 ルール処理
  110. public bool IsRuleProcessing { get; set; } = false;
  111. bool IsNotHavingDP(Permanent permanent)
  112. {
  113. if (permanent != null)
  114. {
  115. if (permanent.TopCard != null)
  116. {
  117. if (permanent.DP < 0)
  118. {
  119. if (permanent.IsPlaceToTrashDueToNotHavingDP)
  120. {
  121. if (permanent.IsDigimon)
  122. {
  123. return true;
  124. }
  125. if (permanent.TopCard.IsOption)
  126. {
  127. if (!permanent.IsPlayedOptionPermanent)
  128. {
  129. return true;
  130. }
  131. }
  132. }
  133. }
  134. }
  135. }
  136. return false;
  137. }
  138. bool IsDigimonLackDP(Permanent permanent)
  139. {
  140. if (permanent != null)
  141. {
  142. if (permanent.TopCard != null)
  143. {
  144. if (permanent.DP == 0)
  145. {
  146. if (permanent.IsDigimon)
  147. {
  148. if (permanent.CanBeDestroyed())
  149. {
  150. return true;
  151. }
  152. }
  153. }
  154. }
  155. }
  156. return false;
  157. }
  158. public IEnumerator RuleProcess()
  159. {
  160. while (DoRuleProcess())
  161. {
  162. IsRuleProcessing = true;
  163. //敗北処理
  164. yield return ContinuousController.instance.StartCoroutine(EndGameProcess());
  165. if (GManager.instance.turnStateMachine.endGame) yield break;
  166. //DPを持たないカードをトラッシュする処理
  167. yield return ContinuousController.instance.StartCoroutine(TrashNoDPPermanentProcess());
  168. //DP不足処理
  169. yield return ContinuousController.instance.StartCoroutine(DigimonLackDPProcess());
  170. IsRuleProcessing = false;
  171. }
  172. }
  173. #region ルール処理を行う必要があるかどうか
  174. bool DoRuleProcess()
  175. {
  176. if (IsRuleProcessing) return false;
  177. #region ゲーム終了処理を行う必要があるかどうか
  178. if (GManager.instance.turnStateMachine.gameContext.Players.Count(player => player.IsLose) >= 1)
  179. {
  180. return true;
  181. }
  182. #endregion
  183. #region DPを持たないカードをトラッシュする処理を行う必要があるかどうか
  184. if (CardEffectCommons.HasMatchConditionPermanent(IsNotHavingDP))
  185. {
  186. return true;
  187. }
  188. #endregion
  189. #region デジモンのDP不足処理を行う必要があるかどうか
  190. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackDP, true))
  191. {
  192. return true;
  193. }
  194. #endregion
  195. return false;
  196. }
  197. #endregion
  198. #region 各ルール処理
  199. #region ゲーム終了処理
  200. IEnumerator EndGameProcess()
  201. {
  202. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players)
  203. {
  204. if (player.IsLose)
  205. {
  206. if (!player.Enemy.IsLose)
  207. {
  208. GManager.instance.turnStateMachine.EndGame(player.Enemy, false);
  209. }
  210. else
  211. {
  212. GManager.instance.turnStateMachine.EndGame(null, false);
  213. }
  214. yield break;
  215. }
  216. }
  217. }
  218. #endregion
  219. #region DPを持たないカードをトラッシュする処理
  220. IEnumerator TrashNoDPPermanentProcess()
  221. {
  222. List<Permanent> DigitamaPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  223. .Map(player => player.GetBattleAreaPermanents()
  224. .Filter(IsNotHavingDP)).Flat();
  225. if (DigitamaPermanents.Count >= 1)
  226. {
  227. foreach (Permanent permanent in DigitamaPermanents)
  228. {
  229. if (permanent != null)
  230. {
  231. if (permanent.TopCard != null)
  232. {
  233. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  234. CardSource cardSource = permanent.TopCard;
  235. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  236. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  237. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  238. }
  239. }
  240. }
  241. }
  242. }
  243. #endregion
  244. #region デジモンのDP不足処理
  245. IEnumerator DigimonLackDPProcess()
  246. {
  247. List<Permanent> LackPowerPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  248. .Map(player => player.GetFieldPermanents()
  249. .Filter(IsDigimonLackDP)).Flat();
  250. if (LackPowerPermanents.Count >= 1)
  251. {
  252. Hashtable hashtable = new Hashtable()
  253. {
  254. { "DPZero", true }
  255. };
  256. yield return ContinuousController.instance.StartCoroutine(new DestroyPermanentsClass(LackPowerPermanents, hashtable).Destroy());
  257. }
  258. }
  259. #endregion
  260. #endregion
  261. #endregion
  262. #region 誘発効果処理
  263. public IEnumerator TriggeredSkillProcess(bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
  264. {
  265. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  266. if (StackedSkillInfos.Count > 0)
  267. {
  268. List<SkillInfo> skillInfos = StackedSkillInfos.Filter(skillInfo => skillInfo != null && !skipSkillInfos.Contains(skillInfo));
  269. if (skillInfos.Count >= 1)
  270. {
  271. //Clear the list of triggering skills not included in the resolution timing
  272. foreach (SkillInfo skillInfo in skillInfos)
  273. {
  274. StackedSkillInfos.Remove(skillInfo);
  275. }
  276. //Process the list of skills being triggered
  277. if (availableMultipleSkills != null)
  278. {
  279. yield return ContinuousController.instance.StartCoroutine(availableMultipleSkills.ActivateMultipleSkills(
  280. skillInfos,
  281. this,
  282. CheckNewTriggredSkill_mainStack,
  283. skipCondition));
  284. }
  285. }
  286. }
  287. }
  288. #endregion
  289. #region 既に発揮された効果一覧
  290. public List<SkillInfo> skillInfos_used
  291. {
  292. get
  293. {
  294. List<SkillInfo> skillInfos_used = new List<SkillInfo>();
  295. foreach (MultipleSkills multipleSkills in multipleSkills)
  296. {
  297. foreach (SkillInfo skillInfo in multipleSkills.SkillInfos_used)
  298. {
  299. skillInfos_used.Add(skillInfo);
  300. }
  301. }
  302. return skillInfos_used;
  303. }
  304. }
  305. #endregion
  306. #region 既に同じ効果が発揮されている
  307. public static bool HasExecutedSameEffect(List<SkillInfo> skillInfos, SkillInfo skillInfo)
  308. {
  309. /*
  310. bool hasExecutedSameEffect = skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  311. if (hasExecutedSameEffect)
  312. {
  313. Debug.Log($"{skillInfo.CardEffect.EffectSourceCard.CardNames[0]}の{skillInfo.CardEffect.EffectName}は同一処理中に発動済み");
  314. }
  315. */
  316. return skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  317. }
  318. #endregion
  319. #region ターン終了のチェック
  320. public IEnumerator EndTurnCheck()
  321. {
  322. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  323. {
  324. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  325. {
  326. GManager.instance.turnStateMachine.Passed = false;
  327. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.EndTurnProcess());
  328. }
  329. }
  330. }
  331. #endregion
  332. #region ターン終了になる最小メモリ
  333. static int TurnEndMinMemory
  334. {
  335. get
  336. {
  337. int turnEndMinMemory = 1;
  338. #region the effects of players
  339. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  340. .Map(player => player.EffectList(EffectTiming.None))
  341. .Flat()
  342. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  343. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  344. #endregion
  345. #region the effects of permanents
  346. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  347. .Map(player => player.GetFieldPermanents())
  348. .Flat()
  349. .Map(permanent => permanent.EffectList(EffectTiming.None))
  350. .Flat()
  351. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  352. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  353. #endregion
  354. return turnEndMinMemory;
  355. }
  356. }
  357. #endregion
  358. #region ターン終了処理
  359. public IEnumerator EndTurnProcess()
  360. {
  361. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  362. {
  363. GManager.instance.turnStateMachine.isSync = true;
  364. // yield return GManager.instance.photonWaitController.StartWait("EndTurnProcess");
  365. if (GManager.instance.turnStateMachine.Passed && GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  366. {
  367. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.PlayerID == 0)
  368. {
  369. GManager.instance.turnStateMachine.gameContext.Memory = 3;
  370. }
  371. else
  372. {
  373. GManager.instance.turnStateMachine.gameContext.Memory = -3;
  374. }
  375. yield return ContinuousController.instance.StartCoroutine(GManager.instance.memoryObject.SetMemory());
  376. }
  377. GManager.instance.turnStateMachine.Passed = true;
  378. //ターン終了時の効果
  379. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.OnEndTurn));
  380. //自動処理チェックタイミング
  381. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  382. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  383. {
  384. GManager.instance.turnStateMachine.gameContext.TurnPhase = GameContext.phase.End;
  385. }
  386. else
  387. {
  388. GManager.instance.turnStateMachine.isSync = false;
  389. if (GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  390. {
  391. StartCoroutine(GManager.instance.turnStateMachine.SetMainPhase());
  392. }
  393. }
  394. }
  395. }
  396. #endregion
  397. #region Shrink security Digimon display
  398. public IEnumerator ShrinkSecurityDigimonDisplay()
  399. {
  400. if (!HasAwaitingActivateEffects()) yield break;
  401. if (GManager.instance.attackProcess.IsAttacking)
  402. {
  403. if (GManager.instance.attackProcess.SecurityDigimon != null)
  404. {
  405. if (GManager.instance.GetComponent<Effects>().ShowUseHandCard.gameObject.activeSelf && GManager.instance.GetComponent<Effects>().ShowUseHandCard.cardSource == GManager.instance.attackProcess.SecurityDigimon)
  406. {
  407. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().MoveToExecuteCardEffect(GManager.instance.attackProcess.SecurityDigimon));
  408. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.SecurityDigimon.Owner.brainStormObject.BrainStormCoroutine(GManager.instance.attackProcess.SecurityDigimon));
  409. }
  410. }
  411. }
  412. }
  413. #endregion
  414. #region Whether there is awaiting activate effects
  415. public bool HasAwaitingActivateEffects()
  416. {
  417. if (StackedSkillInfos.Count >= 2)
  418. {
  419. return true;
  420. }
  421. else if (StackedSkillInfos.Count == 1)
  422. {
  423. if (StackedSkillInfos[0].CardEffect.CanActivate(StackedSkillInfos[0].Hashtable))
  424. {
  425. return true;
  426. }
  427. }
  428. return false;
  429. }
  430. #endregion
  431. #region Get skillInfos
  432. public static List<SkillInfo> GetSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  433. {
  434. List<SkillInfo> skillInfos = new List<SkillInfo>();
  435. #region プレイヤーの効果
  436. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  437. {
  438. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  439. {
  440. if (cardEffect is ActivateICardEffect)
  441. {
  442. if (!cardEffect.IsBackgroundProcess)
  443. {
  444. if (cardEffect.CanTrigger(hashtable))
  445. {
  446. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  447. }
  448. }
  449. }
  450. }
  451. }
  452. #endregion
  453. #region 場のパーマネントの効果
  454. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  455. {
  456. foreach (Permanent permanent in player.GetFieldPermanents())
  457. {
  458. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  459. {
  460. if (cardEffect is ActivateICardEffect)
  461. {
  462. if (!cardEffect.IsBackgroundProcess)
  463. {
  464. if (cardEffect.CanTrigger(hashtable))
  465. {
  466. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  467. }
  468. }
  469. }
  470. }
  471. }
  472. }
  473. #endregion
  474. #region トラッシュのカードの効果
  475. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  476. {
  477. foreach (CardSource cardSource in player.TrashCards)
  478. {
  479. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  480. {
  481. if (cardEffect is ActivateICardEffect)
  482. {
  483. if (!cardEffect.IsBackgroundProcess)
  484. {
  485. if (cardEffect.CanTrigger(hashtable))
  486. {
  487. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  488. }
  489. }
  490. }
  491. }
  492. }
  493. }
  494. #endregion
  495. #region 手札のカードの効果
  496. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  497. {
  498. foreach (CardSource cardSource in player.HandCards)
  499. {
  500. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  501. {
  502. if (cardEffect is ActivateICardEffect)
  503. {
  504. if (!cardEffect.IsBackgroundProcess)
  505. {
  506. if (cardEffect.CanTrigger(hashtable))
  507. {
  508. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  509. }
  510. }
  511. }
  512. }
  513. }
  514. }
  515. #endregion
  516. return skillInfos;
  517. }
  518. #endregion
  519. #region Activate background effects
  520. public static IEnumerator ActivateBackgroundEffects(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  521. {
  522. #region プレイヤーの効果
  523. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  524. {
  525. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  526. {
  527. if (cardEffect is ActivateICardEffect)
  528. {
  529. if (cardEffect.IsBackgroundProcess)
  530. {
  531. if (cardEffect.CanUse(hashtable))
  532. {
  533. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  534. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  535. }
  536. }
  537. }
  538. }
  539. }
  540. #endregion
  541. #region 場のパーマネントの効果
  542. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  543. {
  544. foreach (Permanent permanent in player.GetFieldPermanents())
  545. {
  546. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  547. {
  548. if (cardEffect is ActivateICardEffect)
  549. {
  550. if (cardEffect.IsBackgroundProcess)
  551. {
  552. if (cardEffect.CanUse(hashtable))
  553. {
  554. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  555. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  556. }
  557. }
  558. }
  559. }
  560. }
  561. }
  562. #endregion
  563. #region トラッシュのカードの効果
  564. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  565. {
  566. foreach (CardSource cardSource in player.TrashCards)
  567. {
  568. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  569. {
  570. if (cardEffect is ActivateICardEffect)
  571. {
  572. if (cardEffect.IsBackgroundProcess)
  573. {
  574. if (cardEffect.CanUse(hashtable))
  575. {
  576. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  577. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  578. }
  579. }
  580. }
  581. }
  582. }
  583. }
  584. #endregion
  585. #region 手札のカードの効果
  586. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  587. {
  588. foreach (CardSource cardSource in player.HandCards)
  589. {
  590. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  591. {
  592. if (cardEffect is ActivateICardEffect)
  593. {
  594. if (cardEffect.IsBackgroundProcess)
  595. {
  596. if (cardEffect.CanUse(hashtable))
  597. {
  598. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  599. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  600. }
  601. }
  602. }
  603. }
  604. }
  605. }
  606. #endregion
  607. }
  608. #endregion
  609. #region Stack skillInfos
  610. public IEnumerator StackSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  611. {
  612. GetSkillInfos(hashtable, timing, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  613. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffects(hashtable, timing, cardEffectCondition));
  614. }
  615. #endregion
  616. #region Get skillInfos of cards
  617. public static List<SkillInfo> GetSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  618. {
  619. List<SkillInfo> skillInfos = new List<SkillInfo>();
  620. #region カードリストの効果
  621. foreach (CardSource cardSource in cardSources)
  622. {
  623. if (cardSource.PermanentOfThisCard() == null)
  624. {
  625. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  626. {
  627. if (cardEffect is ActivateICardEffect)
  628. {
  629. if (!cardEffect.IsBackgroundProcess)
  630. {
  631. if (cardEffect.CanTrigger(hashtable))
  632. {
  633. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  634. }
  635. }
  636. }
  637. }
  638. }
  639. }
  640. #endregion
  641. return skillInfos;
  642. }
  643. #endregion
  644. #region Activate background effects of cards
  645. public static IEnumerator ActivateBackgroundEffectsOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  646. {
  647. #region カードリストの効果
  648. foreach (CardSource cardSource in cardSources)
  649. {
  650. if (cardSource.PermanentOfThisCard() == null)
  651. {
  652. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  653. {
  654. if (cardEffect is ActivateICardEffect)
  655. {
  656. if (cardEffect.IsBackgroundProcess)
  657. {
  658. if (cardEffect.CanUse(hashtable))
  659. {
  660. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  661. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  662. }
  663. }
  664. }
  665. }
  666. }
  667. }
  668. #endregion
  669. }
  670. #endregion
  671. #region Stack skillInfos of cards
  672. public IEnumerator StackSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  673. {
  674. GetSkillInfosOfCards(hashtable, timing, cardSources, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  675. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffectsOfCards(hashtable, timing, cardSources, cardEffectCondition));
  676. }
  677. #endregion
  678. public ICardEffect MainProcessingEffect { get; private set; } = null;
  679. List<ICardEffect> _usedCutinEffects = new List<ICardEffect>();
  680. public IEnumerator ActivateEffectProcess(ICardEffect cardEffect, Hashtable hashtable, bool isCheckOptional = true)
  681. {
  682. if (cardEffect == null) yield break;
  683. if (!(cardEffect is ActivateICardEffect)) yield break;
  684. if (cardEffect.CanActivate(hashtable) || cardEffect.IsDeclarative)
  685. {
  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. }