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 Stack during effect processing
  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 put the effect on the stack
  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. //Rule processing
  102. yield return ContinuousController.instance.StartCoroutine(RuleProcess());
  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 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 Whether rule processing needs to be done
  174. bool DoRuleProcess()
  175. {
  176. if (IsRuleProcessing) return false;
  177. #region Whether it is necessary to perform game end processing
  178. if (GManager.instance.turnStateMachine.gameContext.Players.Count(player => player.IsLose) >= 1)
  179. {
  180. return true;
  181. }
  182. #endregion
  183. #region Is it necessary to discard cards without DP?
  184. if (CardEffectCommons.HasMatchConditionPermanent(IsNotHavingDP))
  185. {
  186. return true;
  187. }
  188. #endregion
  189. #region Is it necessary to deal with Digimon's DP shortage?
  190. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackDP, true))
  191. {
  192. return true;
  193. }
  194. #endregion
  195. return false;
  196. }
  197. #endregion
  198. #region Each rule processing
  199. #region Game end processing
  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 Process of trashing cards without DP
  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 Digimon DP shortage handling
  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 Trigger effect processing
  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. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.AfterEffectsActivate));
  286. }
  287. }
  288. }
  289. #endregion
  290. #region List of effects already achieved
  291. public List<SkillInfo> skillInfos_used
  292. {
  293. get
  294. {
  295. List<SkillInfo> skillInfos_used = new List<SkillInfo>();
  296. foreach (MultipleSkills multipleSkills in multipleSkills)
  297. {
  298. foreach (SkillInfo skillInfo in multipleSkills.SkillInfos_used)
  299. {
  300. skillInfos_used.Add(skillInfo);
  301. }
  302. }
  303. return skillInfos_used;
  304. }
  305. }
  306. #endregion
  307. #region The same effect has already been achieved
  308. public static bool HasExecutedSameEffect(List<SkillInfo> skillInfos, SkillInfo skillInfo)
  309. {
  310. /*
  311. bool hasExecutedSameEffect = skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  312. if (hasExecutedSameEffect)
  313. {
  314. Debug.Log($"{skillInfo.CardEffect.EffectSourceCard.CardNames[0]}の{skillInfo.CardEffect.EffectName}は同一処理中に発動済み");
  315. }
  316. */
  317. return skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  318. }
  319. #endregion
  320. #region Check end of turn
  321. public IEnumerator EndTurnCheck()
  322. {
  323. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  324. {
  325. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  326. {
  327. GManager.instance.turnStateMachine.Passed = false;
  328. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.EndTurnProcess());
  329. }
  330. }
  331. }
  332. #endregion
  333. #region Minimum memory to end turn
  334. static int TurnEndMinMemory
  335. {
  336. get
  337. {
  338. int turnEndMinMemory = 1;
  339. #region the effects of players
  340. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  341. .Map(player => player.EffectList(EffectTiming.None))
  342. .Flat()
  343. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  344. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  345. #endregion
  346. #region the effects of permanents
  347. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  348. .Map(player => player.GetFieldPermanents())
  349. .Flat()
  350. .Map(permanent => permanent.EffectList(EffectTiming.None))
  351. .Flat()
  352. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  353. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  354. #endregion
  355. return turnEndMinMemory;
  356. }
  357. }
  358. #endregion
  359. #region Turn end processing
  360. public IEnumerator EndTurnProcess()
  361. {
  362. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  363. {
  364. GManager.instance.turnStateMachine.isSync = true;
  365. // yield return GManager.instance.photonWaitController.StartWait("EndTurnProcess");
  366. if (GManager.instance.turnStateMachine.Passed && GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  367. {
  368. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.PlayerID == 0)
  369. {
  370. GManager.instance.turnStateMachine.gameContext.Memory = 3;
  371. }
  372. else
  373. {
  374. GManager.instance.turnStateMachine.gameContext.Memory = -3;
  375. }
  376. yield return ContinuousController.instance.StartCoroutine(GManager.instance.memoryObject.SetMemory());
  377. }
  378. GManager.instance.turnStateMachine.Passed = true;
  379. //Effect at end of turn
  380. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.OnEndTurn));
  381. //Automatic processing check timing
  382. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  383. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  384. {
  385. GManager.instance.turnStateMachine.gameContext.TurnPhase = GameContext.phase.End;
  386. }
  387. else
  388. {
  389. GManager.instance.turnStateMachine.isSync = false;
  390. if (GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  391. {
  392. StartCoroutine(GManager.instance.turnStateMachine.SetMainPhase());
  393. }
  394. }
  395. }
  396. }
  397. #endregion
  398. #region Shrink security Digimon display
  399. public IEnumerator ShrinkSecurityDigimonDisplay()
  400. {
  401. if (!HasAwaitingActivateEffects()) yield break;
  402. if (GManager.instance.attackProcess.IsAttacking)
  403. {
  404. if (GManager.instance.attackProcess.SecurityDigimon != null)
  405. {
  406. if (GManager.instance.GetComponent<Effects>().ShowUseHandCard.gameObject.activeSelf && GManager.instance.GetComponent<Effects>().ShowUseHandCard.cardSource == GManager.instance.attackProcess.SecurityDigimon)
  407. {
  408. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().MoveToExecuteCardEffect(GManager.instance.attackProcess.SecurityDigimon));
  409. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.SecurityDigimon.Owner.brainStormObject.BrainStormCoroutine(GManager.instance.attackProcess.SecurityDigimon));
  410. }
  411. }
  412. }
  413. }
  414. #endregion
  415. #region Whether there is awaiting activate effects
  416. public bool HasAwaitingActivateEffects()
  417. {
  418. if (StackedSkillInfos.Count >= 2)
  419. {
  420. return true;
  421. }
  422. else if (StackedSkillInfos.Count == 1)
  423. {
  424. if (StackedSkillInfos[0].CardEffect.CanActivate(StackedSkillInfos[0].Hashtable))
  425. {
  426. return true;
  427. }
  428. }
  429. return false;
  430. }
  431. #endregion
  432. #region Get skillInfos
  433. public static List<SkillInfo> GetSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  434. {
  435. List<SkillInfo> skillInfos = new List<SkillInfo>();
  436. #region player effect
  437. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  438. {
  439. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  440. {
  441. if (cardEffect is ActivateICardEffect)
  442. {
  443. if (!cardEffect.IsBackgroundProcess)
  444. {
  445. if (cardEffect.CanTrigger(hashtable))
  446. {
  447. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  448. }
  449. }
  450. }
  451. }
  452. }
  453. #endregion
  454. #region Effects of permanents in play
  455. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  456. {
  457. foreach (Permanent permanent in player.GetFieldPermanents())
  458. {
  459. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  460. {
  461. if (cardEffect is ActivateICardEffect)
  462. {
  463. if (!cardEffect.IsBackgroundProcess)
  464. {
  465. if (cardEffect.CanTrigger(hashtable))
  466. {
  467. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  468. }
  469. }
  470. }
  471. }
  472. }
  473. }
  474. #endregion
  475. #region Trash card effect
  476. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  477. {
  478. foreach (CardSource cardSource in player.TrashCards)
  479. {
  480. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  481. {
  482. if (cardEffect is ActivateICardEffect)
  483. {
  484. if (!cardEffect.IsBackgroundProcess)
  485. {
  486. if (cardEffect.CanTrigger(hashtable))
  487. {
  488. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  489. }
  490. }
  491. }
  492. }
  493. }
  494. }
  495. #endregion
  496. #region Effects of cards in hand
  497. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  498. {
  499. foreach (CardSource cardSource in player.HandCards)
  500. {
  501. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  502. {
  503. if (cardEffect is ActivateICardEffect)
  504. {
  505. if (!cardEffect.IsBackgroundProcess)
  506. {
  507. if (cardEffect.CanTrigger(hashtable))
  508. {
  509. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  510. }
  511. }
  512. }
  513. }
  514. }
  515. }
  516. #endregion
  517. return skillInfos;
  518. }
  519. #endregion
  520. #region Activate background effects
  521. public static IEnumerator ActivateBackgroundEffects(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  522. {
  523. #region プレイヤーの効果
  524. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  525. {
  526. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  527. {
  528. if (cardEffect is ActivateICardEffect)
  529. {
  530. if (cardEffect.IsBackgroundProcess)
  531. {
  532. if (cardEffect.CanUse(hashtable))
  533. {
  534. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  535. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  536. }
  537. }
  538. }
  539. }
  540. }
  541. #endregion
  542. #region 場のパーマネントの効果
  543. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  544. {
  545. foreach (Permanent permanent in player.GetFieldPermanents())
  546. {
  547. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  548. {
  549. if (cardEffect is ActivateICardEffect)
  550. {
  551. if (cardEffect.IsBackgroundProcess)
  552. {
  553. if (cardEffect.CanUse(hashtable))
  554. {
  555. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  556. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  557. }
  558. }
  559. }
  560. }
  561. }
  562. }
  563. #endregion
  564. #region トラッシュのカードの効果
  565. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  566. {
  567. foreach (CardSource cardSource in player.TrashCards)
  568. {
  569. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  570. {
  571. if (cardEffect is ActivateICardEffect)
  572. {
  573. if (cardEffect.IsBackgroundProcess)
  574. {
  575. if (cardEffect.CanUse(hashtable))
  576. {
  577. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  578. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  579. }
  580. }
  581. }
  582. }
  583. }
  584. }
  585. #endregion
  586. #region 手札のカードの効果
  587. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  588. {
  589. foreach (CardSource cardSource in player.HandCards)
  590. {
  591. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  592. {
  593. if (cardEffect is ActivateICardEffect)
  594. {
  595. if (cardEffect.IsBackgroundProcess)
  596. {
  597. if (cardEffect.CanUse(hashtable))
  598. {
  599. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  600. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  601. }
  602. }
  603. }
  604. }
  605. }
  606. }
  607. #endregion
  608. }
  609. #endregion
  610. #region Stack skillInfos
  611. public IEnumerator StackSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  612. {
  613. GetSkillInfos(hashtable, timing, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  614. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffects(hashtable, timing, cardEffectCondition));
  615. }
  616. #endregion
  617. #region Get skillInfos of cards
  618. public static List<SkillInfo> GetSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  619. {
  620. List<SkillInfo> skillInfos = new List<SkillInfo>();
  621. #region カードリストの効果
  622. foreach (CardSource cardSource in cardSources)
  623. {
  624. if (cardSource.PermanentOfThisCard() == null)
  625. {
  626. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  627. {
  628. if (cardEffect is ActivateICardEffect)
  629. {
  630. if (!cardEffect.IsBackgroundProcess)
  631. {
  632. if (cardEffect.CanTrigger(hashtable))
  633. {
  634. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  635. }
  636. }
  637. }
  638. }
  639. }
  640. }
  641. #endregion
  642. return skillInfos;
  643. }
  644. #endregion
  645. #region Activate background effects of cards
  646. public static IEnumerator ActivateBackgroundEffectsOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  647. {
  648. #region カードリストの効果
  649. foreach (CardSource cardSource in cardSources)
  650. {
  651. if (cardSource.PermanentOfThisCard() == null)
  652. {
  653. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  654. {
  655. if (cardEffect is ActivateICardEffect)
  656. {
  657. if (cardEffect.IsBackgroundProcess)
  658. {
  659. if (cardEffect.CanUse(hashtable))
  660. {
  661. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  662. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  663. }
  664. }
  665. }
  666. }
  667. }
  668. }
  669. #endregion
  670. }
  671. #endregion
  672. #region Stack skillInfos of cards
  673. public IEnumerator StackSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  674. {
  675. GetSkillInfosOfCards(hashtable, timing, cardSources, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  676. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffectsOfCards(hashtable, timing, cardSources, cardEffectCondition));
  677. }
  678. #endregion
  679. public ICardEffect MainProcessingEffect { get; private set; } = null;
  680. List<ICardEffect> _usedCutinEffects = new List<ICardEffect>();
  681. public IEnumerator ActivateEffectProcess(ICardEffect cardEffect, Hashtable hashtable, bool isCheckOptional = true)
  682. {
  683. if (cardEffect == null) yield break;
  684. if (!(cardEffect is ActivateICardEffect)) yield break;
  685. if (cardEffect.CanActivate(hashtable) || cardEffect.IsDeclarative)
  686. {
  687. bool isEffectProcessing = MainProcessingEffect != null;
  688. if (!isEffectProcessing)
  689. {
  690. MainProcessingEffect = cardEffect;
  691. _usedCutinEffects = new List<ICardEffect>();
  692. }
  693. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate_Optional_Effect_Execute(hashtable, isCheckOptional));
  694. if (!isEffectProcessing)
  695. {
  696. MainProcessingEffect = null;
  697. _usedCutinEffects = new List<ICardEffect>();
  698. }
  699. }
  700. }
  701. public bool IsCutInEffectHasUsed(ICardEffect cutinEffect)
  702. {
  703. return _usedCutinEffects.Some(cardEffect => cardEffect.IsSameEffect(cutinEffect));
  704. }
  705. public void AddCutinEffect(ICardEffect cardEffect)
  706. {
  707. if (GManager.instance.autoProcessing.MainProcessingEffect != null)
  708. {
  709. _usedCutinEffects.Add(cardEffect);
  710. }
  711. }
  712. }