MultipleSkills.cs 18 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. public class MultipleSkills : MonoBehaviourPunCallbacks
  9. {
  10. public bool IsUsing { get; private set; } = false;
  11. AutoProcessing _autoProcessing = null;
  12. public List<SkillInfo> SkillInfos_used { get; private set; } = new List<SkillInfo>();
  13. public List<SkillInfo> StackedSkillInfos = new List<SkillInfo>();
  14. public bool IsOnlyHandEffectStacked => StackedSkillInfos.Every(skillInfo =>
  15. skillInfo.CardEffect != null && skillInfo.CardEffect.EffectSourceCard != null && CardEffectCommons.IsExistOnHand(skillInfo.CardEffect.EffectSourceCard) && skillInfo.CardEffect.EffectDiscription.Contains("[Hand]"));
  16. bool IsOnlyOptionalEffectStacked => StackedSkillInfos.Every(skillInfo => skillInfo.CardEffect != null && skillInfo.CardEffect.IsOptional);
  17. bool IsEachStackedEffectHasDistinctSourceCard => StackedSkillInfos.Filter(skillInfo1 => skillInfo1.CardEffect != null && skillInfo1.CardEffect.EffectSourceCard != null)
  18. .Every(skillInfo => StackedSkillInfos.Filter(skillInfo1 => skillInfo1.CardEffect != null && skillInfo1.CardEffect.EffectSourceCard != null)
  19. .Count(otherSkillInfo => otherSkillInfo != skillInfo && skillInfo.CardEffect.EffectSourceCard == otherSkillInfo.CardEffect.EffectSourceCard) == 0);
  20. public IEnumerator ActivateMultipleSkills(List<SkillInfo> skillInfos, AutoProcessing autoProcessing, bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
  21. {
  22. _skillIndex = 0;
  23. IsUsing = true;
  24. SkillInfos_used = new List<SkillInfo>();
  25. StackedSkillInfos = new List<SkillInfo>();
  26. _autoProcessing = autoProcessing;
  27. List<SkillInfo> TurnPlayerSkillInfos = new List<SkillInfo>();
  28. List<SkillInfo> NonTurnPlayerSkillInfos = new List<SkillInfo>();
  29. foreach (SkillInfo skillInfo in skillInfos)
  30. {
  31. if (skillInfo != null)
  32. {
  33. ICardEffect cardEffect = skillInfo.CardEffect;
  34. if (cardEffect.EffectSourceCard != null)
  35. {
  36. if (cardEffect.EffectSourceCard.Owner == GManager.instance.turnStateMachine.gameContext.TurnPlayer)
  37. {
  38. TurnPlayerSkillInfos.Add(skillInfo);
  39. }
  40. else if (cardEffect.EffectSourceCard.Owner == GManager.instance.turnStateMachine.gameContext.NonTurnPlayer)
  41. {
  42. NonTurnPlayerSkillInfos.Add(skillInfo);
  43. }
  44. }
  45. }
  46. }
  47. GManager.instance.turnStateMachine.isSync = true;
  48. yield return ContinuousController.instance.StartCoroutine(ActivateMultipleSkills_OnePlayer(TurnPlayerSkillInfos, GManager.instance.turnStateMachine.gameContext.TurnPlayer, CheckNewTriggredSkill_mainStack, skipCondition));
  49. yield return ContinuousController.instance.StartCoroutine(ActivateMultipleSkills_OnePlayer(NonTurnPlayerSkillInfos, GManager.instance.turnStateMachine.gameContext.NonTurnPlayer, CheckNewTriggredSkill_mainStack, skipCondition));
  50. GManager.instance.turnStateMachine.isSync = false;
  51. SkillInfos_used = new List<SkillInfo>();
  52. IsUsing = false;
  53. }
  54. bool _endSelect = false;
  55. int _skillIndex;
  56. bool IsCutinEffect(bool CheckNewTriggredSkill_mainStack) => !CheckNewTriggredSkill_mainStack && _autoProcessing != GManager.instance.autoProcessing;
  57. IEnumerator ActivateMultipleSkills_OnePlayer(List<SkillInfo> skillInfos, Player player, bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
  58. {
  59. StackedSkillInfos = new List<SkillInfo>();
  60. foreach (SkillInfo skillInfo in skillInfos)
  61. {
  62. StackedSkillInfos.Add(skillInfo);
  63. }
  64. while (true)
  65. {
  66. List<SkillInfo> skillInfos_active = new List<SkillInfo>();
  67. foreach (SkillInfo skillInfo in StackedSkillInfos)
  68. {
  69. #region set the flag whether it is Digimon's effect or Tamer's effect
  70. if (skillInfo.CardEffect != null)
  71. {
  72. if (skillInfo.CardEffect.EffectSourceCard != null)
  73. {
  74. CardSource card = skillInfo.CardEffect.EffectSourceCard;
  75. if (card != null)
  76. {
  77. if (card.PermanentOfThisCard() != null)
  78. {
  79. skillInfo.CardEffect.SetIsDigimonEffect(card.PermanentOfThisCard().IsDigimon);
  80. skillInfo.CardEffect.SetIsTamerEffect(card.PermanentOfThisCard().IsTamer);
  81. }
  82. else
  83. {
  84. skillInfo.CardEffect.SetIsTamerEffect(card.IsTamer);
  85. }
  86. if (card == GManager.instance.attackProcess.SecurityDigimon)
  87. {
  88. skillInfo.CardEffect.SetIsDigimonEffect(true);
  89. }
  90. }
  91. }
  92. }
  93. #endregion
  94. }
  95. foreach (SkillInfo skillInfo in StackedSkillInfos)
  96. {
  97. if (!skillInfo.CardEffect.CanActivate(skillInfo.Hashtable))
  98. {
  99. //Debug.Log($"{skillInfo.CardEffect.EffectName} Can't Activate");
  100. continue;
  101. }
  102. if (skipCondition != null)
  103. {
  104. if (skipCondition(_autoProcessing.skillInfos_used, skillInfo))
  105. {
  106. //Debug.Log($"{skillInfo.CardEffect.EffectName} has been skipped");
  107. continue;
  108. }
  109. }
  110. if (IsCutinEffect(CheckNewTriggredSkill_mainStack))
  111. {
  112. //Debug.Log($"{skillInfo.CardEffect.EffectName} is Cut In effect");
  113. if (GManager.instance.autoProcessing.IsCutInEffectHasUsed(skillInfo.CardEffect))
  114. {
  115. //Debug.Log($"{skillInfo.CardEffect.EffectName} has been used");
  116. continue;
  117. }
  118. }
  119. skillInfos_active.Add(skillInfo);
  120. }
  121. skillInfos_active = skillInfos_active.Filter(skillInfo => skillInfo != null && skillInfo.CardEffect != null
  122. && skillInfo.CardEffect.CanActivate(skillInfo.Hashtable) && skillInfo.CardEffect.EffectSourceCard != null);
  123. if (skillInfos_active.Count > 0)
  124. {
  125. bool oldIsSecurityGlassBlue = player.securityObject.securityBreakGlass.IsBlueGlass && IsOnlyHandEffectStacked && IsOnlyOptionalEffectStacked && IsEachStackedEffectHasDistinctSourceCard;
  126. #region If the effect list is one, process normally.
  127. if (skillInfos_active.Count == 1)
  128. {
  129. _skillIndex = 0;
  130. yield return ContinuousController.instance.StartCoroutine(Activate(true));
  131. }
  132. #endregion
  133. #region If there are multiple effect lists, select which one to process first
  134. else
  135. {
  136. List<CardSource> RootCardSources = skillInfos_active.Map(skillInfo => skillInfo.CardEffect.EffectSourceCard);
  137. yield return GManager.instance.photonWaitController.StartWait("StartSelectMultipleSkill");
  138. // Blast Digivolution
  139. if (IsOnlyHandEffectStacked && IsOnlyOptionalEffectStacked && IsEachStackedEffectHasDistinctSourceCard)
  140. {
  141. if (player.isYou)
  142. {
  143. int skillIndex = 0;
  144. //if (!ContinuousController.instance.SkipSelectOrderOrCount)
  145. {
  146. if (oldIsSecurityGlassBlue)
  147. {
  148. player.securityObject.securityBreakGlass.gameObject.SetActive(false);
  149. }
  150. SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
  151. selectHandEffect.SetUp(
  152. selectPlayer: player,
  153. canTargetCondition: (cardSource) => RootCardSources.Contains(cardSource),
  154. canTargetCondition_ByPreSelecetedList: null,
  155. canEndSelectCondition: null,
  156. maxCount: 1,
  157. canNoSelect: true,
  158. canEndNotMax: false,
  159. isShowOpponent: true,
  160. selectCardCoroutine: SelectCardCoroutine,
  161. afterSelectCardCoroutine: AfterSelectCardCoroutine,
  162. mode: SelectHandEffect.Mode.Custom,
  163. cardEffect: null);
  164. selectHandEffect.SetUpCustomMessage("Multiple effects are triggered.\nChoose which effect to process first.", "");
  165. selectHandEffect.SetNotShowCard();
  166. selectHandEffect.SetNotShowOpponentMessage();
  167. selectHandEffect.SetIsLocal();
  168. yield return StartCoroutine(selectHandEffect.Activate());
  169. IEnumerator SelectCardCoroutine(CardSource cardSource)
  170. {
  171. for (int i = 0; i < skillInfos_active.Count; i++)
  172. {
  173. SkillInfo skillInfo = skillInfos_active[i];
  174. if (skillInfo.CardEffect.EffectSourceCard == cardSource)
  175. {
  176. skillIndex = i;
  177. break;
  178. }
  179. }
  180. yield return null;
  181. }
  182. IEnumerator AfterSelectCardCoroutine(List<CardSource> cardSources)
  183. {
  184. if (cardSources.Count == 0)
  185. {
  186. skillIndex = -1;
  187. }
  188. yield return null;
  189. }
  190. }
  191. photonView.RPC("SetTargetSkill", RpcTarget.All, skillIndex);
  192. }
  193. else
  194. {
  195. #region AI
  196. if (GManager.instance.IsAI)
  197. {
  198. SetTargetSkill(0);
  199. }
  200. #endregion
  201. }
  202. }
  203. else
  204. {
  205. if (player.isYou)
  206. {
  207. int skillIndex = 0;
  208. if (!ContinuousController.instance.autoEffectOrder)
  209. {
  210. yield return StartCoroutine(GManager.instance.selectCardPanel.OpenSelectCardPanel(
  211. Message: "Multiple effects are triggered.\nChoose which effect to process.",
  212. RootCardSources: RootCardSources,
  213. _CanTargetCondition: (cardSource) => true,
  214. _CanTargetCondition_ByPreSelecetedList: null,
  215. _CanEndSelectCondition: null,
  216. _MaxCount: 1,
  217. _CanEndNotMax: false,
  218. _CanNoSelect: () => false,
  219. CanLookReverseCard: true,
  220. skillInfos: skillInfos_active,
  221. root: SelectCardEffect.Root.None));
  222. if (GManager.instance.selectCardPanel.SelectedIndex.Count > 0)
  223. {
  224. skillIndex = GManager.instance.selectCardPanel.SelectedIndex[0];
  225. }
  226. }
  227. else
  228. {
  229. skillIndex = AutomaticOrder.GetSkillIndexAutomaticOrder(skillInfos_active);
  230. }
  231. photonView.RPC("SetTargetSkill", RpcTarget.All, skillIndex);
  232. }
  233. else
  234. {
  235. if (!IsOnlyHandEffectStacked)
  236. {
  237. GManager.instance.commandText.OpenCommandText("The opponent is choosing which effect to process first.");
  238. }
  239. #region AI
  240. if (GManager.instance.IsAI)
  241. {
  242. SetTargetSkill(0);
  243. }
  244. #endregion
  245. }
  246. }
  247. yield return new WaitWhile(() => !_endSelect);
  248. _endSelect = false;
  249. GManager.instance.commandText.CloseCommandText();
  250. yield return new WaitWhile(() => GManager.instance.commandText.gameObject.activeSelf);
  251. yield return ContinuousController.instance.StartCoroutine(Activate(!(IsOnlyHandEffectStacked && IsOnlyOptionalEffectStacked && IsEachStackedEffectHasDistinctSourceCard)));
  252. yield return GManager.instance.photonWaitController.StartWait("EndSelectMultipleSkill");
  253. }
  254. #endregion
  255. #region Executing the effect
  256. IEnumerator Activate(bool isCheckOptional)
  257. {
  258. if (_skillIndex < 0 || skillInfos_active.Count < _skillIndex)
  259. {
  260. StackedSkillInfos = new List<SkillInfo>();
  261. yield break;
  262. }
  263. if (oldIsSecurityGlassBlue)
  264. {
  265. player.securityObject.securityBreakGlass.gameObject.SetActive(false);
  266. }
  267. ICardEffect cardEffect = skillInfos_active[_skillIndex].CardEffect;
  268. Hashtable hashtable = skillInfos_active[_skillIndex].Hashtable;
  269. StackedSkillInfos.Remove(skillInfos_active[_skillIndex]);
  270. skillInfos_active[_skillIndex].CardEffect.SetOnProcessCallbuck(() =>
  271. {
  272. SkillInfos_used.Add(skillInfos_active[_skillIndex]);
  273. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  274. });
  275. if (cardEffect is ActivateICardEffect)
  276. {
  277. if (cardEffect.CanActivate(hashtable))
  278. {
  279. // 割り込み処理なら
  280. if (IsCutinEffect(CheckNewTriggredSkill_mainStack))
  281. {
  282. // GManager.instance.autoProcessing.AddCutinEffect(cardEffect);
  283. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect)
  284. .Activate_Optional_Effect_Execute(
  285. hashtable,
  286. isCheckOptional,
  287. useEffectCallback: GManager.instance.autoProcessing.AddCutinEffect));
  288. }
  289. else
  290. {
  291. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.ActivateEffectProcess(
  292. cardEffect,
  293. hashtable,
  294. isCheckOptional));
  295. }
  296. }
  297. }
  298. if (oldIsSecurityGlassBlue)
  299. {
  300. player.securityObject.securityBreakGlass.ShowBlueMatarial();
  301. }
  302. }
  303. #endregion
  304. //ルール処理
  305. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.RuleProcess());
  306. if (GManager.instance.turnStateMachine.endGame)
  307. {
  308. yield break;
  309. }
  310. #region 新しく誘発した効果があればそちらを先に解決
  311. if (!CheckNewTriggredSkill_mainStack)
  312. {
  313. yield return ContinuousController.instance.StartCoroutine(_autoProcessing.TriggeredSkillProcess(CheckNewTriggredSkill_mainStack, skipCondition));
  314. }
  315. else
  316. {
  317. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.TriggeredSkillProcess(CheckNewTriggredSkill_mainStack, null));
  318. }
  319. #endregion
  320. }
  321. else
  322. {
  323. break;
  324. }
  325. }
  326. }
  327. [PunRPC]
  328. public void SetTargetSkill(int skillIndex)
  329. {
  330. _skillIndex = skillIndex;
  331. _endSelect = true;
  332. }
  333. }