AutoProcessing.cs 30 KB

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  1. using Photon.Pun;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using UnityEngine;
  7. public class AutoProcessing : MonoBehaviourPunCallbacks
  8. {
  9. //Skill list before triggering and entering resolution timing
  10. public List<SkillInfo> StackedSkillInfos { get; set; } = new List<SkillInfo>();
  11. //Skill Processing Component List
  12. public List<MultipleSkills> multipleSkills = new List<MultipleSkills>();
  13. [SerializeField] bool SkipSameEffect;
  14. public List<SkillInfo> skipSkillInfos = new List<SkillInfo>();
  15. #region Available Skill Processing Component
  16. public MultipleSkills availableMultipleSkills
  17. {
  18. get
  19. {
  20. foreach (MultipleSkills _multipleSkills in multipleSkills)
  21. {
  22. if (!_multipleSkills.IsUsing)
  23. {
  24. return _multipleSkills;
  25. }
  26. }
  27. return null;
  28. }
  29. }
  30. #endregion
  31. #region Stack during effect processing
  32. public MultipleSkills executingMultipleSkills
  33. {
  34. get
  35. {
  36. for (int i = 0; i < multipleSkills.Count; i++)
  37. {
  38. if (multipleSkills[multipleSkills.Count - 1 - i].IsUsing)
  39. {
  40. return multipleSkills[multipleSkills.Count - 1 - i];
  41. }
  42. }
  43. return null;
  44. }
  45. }
  46. #endregion
  47. #region put the effect on the stack
  48. public void PutStackedSkill(SkillInfo skillInfo)
  49. {
  50. if (skillInfo == null) return;
  51. if (skillInfo.CardEffect == null) return;
  52. if (skillInfo.CardEffect.EffectSourceCard == null) return;
  53. if (!(skillInfo.CardEffect is ActivateICardEffect)) return;
  54. CardSource card = skillInfo.CardEffect.EffectSourceCard;
  55. Permanent permanent = card.PermanentOfThisCard();
  56. #region set the flag whether it is Digimon's effect
  57. if (permanent != null)
  58. {
  59. if (permanent.IsDigimon)
  60. {
  61. skillInfo.CardEffect.SetIsDigimonEffect(true);
  62. }
  63. }
  64. if (card == GManager.instance.attackProcess.SecurityDigimon)
  65. {
  66. skillInfo.CardEffect.SetIsDigimonEffect(true);
  67. }
  68. #endregion
  69. #region set the flag whether it is Tamer's effect
  70. if (permanent != null)
  71. {
  72. if (permanent.IsTamer)
  73. {
  74. skillInfo.CardEffect.SetIsTamerEffect(true);
  75. }
  76. }
  77. else if (card.IsTamer)
  78. {
  79. skillInfo.CardEffect.SetIsTamerEffect(true);
  80. }
  81. #endregion
  82. #region set permanent and topCard when triggered
  83. ((ActivateICardEffect)skillInfo.CardEffect).PermanentWhenTriggered = permanent;
  84. if (permanent != null)
  85. {
  86. ((ActivateICardEffect)skillInfo.CardEffect).TopCardWhenTriggered = permanent.TopCard;
  87. }
  88. #endregion
  89. StackedSkillInfos.Add(skillInfo);
  90. }
  91. #endregion
  92. #region Automated processing checks
  93. public IEnumerator AutoProcessCheck()
  94. {
  95. if (!GManager.instance.turnStateMachine.DoneStartGame) yield break;
  96. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  97. GManager.instance.turnStateMachine.IsSelecting = true;
  98. GManager.instance.turnStateMachine.isSync = true;
  99. //Rule processing
  100. yield return ContinuousController.instance.StartCoroutine(RuleProcess());
  101. //Trigger effect processing
  102. yield return ContinuousController.instance.StartCoroutine(TriggeredSkillProcess(false, null));
  103. GManager.instance.turnStateMachine.IsSelecting = false;
  104. GManager.instance.turnStateMachine.isSync = false;
  105. }
  106. #endregion
  107. #region Rule processing
  108. public bool IsRuleProcessing { get; set; } = false;
  109. bool IsNotHavingDP(Permanent permanent)
  110. {
  111. if (permanent != null)
  112. {
  113. if (permanent.TopCard != null)
  114. {
  115. if (permanent.DP < 0)
  116. {
  117. if (permanent.IsPlaceToTrashDueToNotHavingDP)
  118. {
  119. if (permanent.IsDigimon)
  120. {
  121. return true;
  122. }
  123. if (permanent.TopCard.IsOption)
  124. {
  125. if (!permanent.IsPlayedOptionPermanent)
  126. {
  127. return true;
  128. }
  129. }
  130. }
  131. }
  132. }
  133. }
  134. return false;
  135. }
  136. bool IsDigimonLackDP(Permanent permanent)
  137. {
  138. if (permanent != null)
  139. {
  140. if (permanent.TopCard != null)
  141. {
  142. if (permanent.DP == 0)
  143. {
  144. if (permanent.IsDigimon)
  145. {
  146. if (permanent.CanBeDestroyed())
  147. {
  148. return true;
  149. }
  150. }
  151. }
  152. }
  153. }
  154. return false;
  155. }
  156. public IEnumerator RuleProcess()
  157. {
  158. while (DoRuleProcess())
  159. {
  160. IsRuleProcessing = true;
  161. //敗北処理
  162. yield return ContinuousController.instance.StartCoroutine(EndGameProcess());
  163. if (GManager.instance.turnStateMachine.endGame) yield break;
  164. //DPを持たないカードをトラッシュする処理
  165. yield return ContinuousController.instance.StartCoroutine(TrashNoDPPermanentProcess());
  166. //DP不足処理
  167. yield return ContinuousController.instance.StartCoroutine(DigimonLackDPProcess());
  168. //Battle as Tamer
  169. yield return ContinuousController.instance.StartCoroutine(BattleWithoutDigimon());
  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))
  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. #region Battle Concerning Tamer
  261. IEnumerator BattleWithoutDigimon()
  262. {
  263. if(GManager.instance.attackProcess.AttackingPermanent == null)
  264. yield break;
  265. if(!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
  266. GManager.instance.attackProcess.IsEndAttack = true;
  267. }
  268. #endregion
  269. #endregion
  270. #endregion
  271. #region Trigger effect processing
  272. public IEnumerator TriggeredSkillProcess(bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
  273. {
  274. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  275. if (StackedSkillInfos.Count > 0)
  276. {
  277. List<SkillInfo> skillInfos = StackedSkillInfos.Filter(skillInfo => skillInfo != null && !skipSkillInfos.Contains(skillInfo));
  278. if (skillInfos.Count >= 1)
  279. {
  280. //Clear the list of triggering skills not included in the resolution timing
  281. foreach (SkillInfo skillInfo in skillInfos)
  282. {
  283. StackedSkillInfos.Remove(skillInfo);
  284. }
  285. //Process the list of skills being triggered
  286. if (availableMultipleSkills != null)
  287. {
  288. yield return ContinuousController.instance.StartCoroutine(availableMultipleSkills.ActivateMultipleSkills(
  289. skillInfos,
  290. this,
  291. CheckNewTriggredSkill_mainStack,
  292. skipCondition));
  293. }
  294. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.AfterEffectsActivate));
  295. }
  296. }
  297. }
  298. #endregion
  299. #region List of effects already achieved
  300. public List<SkillInfo> skillInfos_used
  301. {
  302. get
  303. {
  304. List<SkillInfo> skillInfos_used = new List<SkillInfo>();
  305. foreach (MultipleSkills multipleSkills in multipleSkills)
  306. {
  307. foreach (SkillInfo skillInfo in multipleSkills.SkillInfos_used)
  308. {
  309. skillInfos_used.Add(skillInfo);
  310. }
  311. }
  312. return skillInfos_used;
  313. }
  314. }
  315. #endregion
  316. #region The same effect has already been achieved
  317. public static bool HasExecutedSameEffect(List<SkillInfo> skillInfos, SkillInfo skillInfo)
  318. {
  319. return skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  320. }
  321. #endregion
  322. #region Check end of turn
  323. public IEnumerator EndTurnCheck()
  324. {
  325. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  326. {
  327. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  328. {
  329. GManager.instance.turnStateMachine.Passed = false;
  330. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.EndTurnProcess());
  331. }
  332. }
  333. }
  334. #endregion
  335. #region Minimum memory to end turn
  336. static int TurnEndMinMemory
  337. {
  338. get
  339. {
  340. int turnEndMinMemory = 1;
  341. #region the effects of players
  342. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  343. .Map(player => player.EffectList(EffectTiming.None))
  344. .Flat()
  345. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  346. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  347. #endregion
  348. #region the effects of permanents
  349. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  350. .Map(player => player.GetFieldPermanents())
  351. .Flat()
  352. .Map(permanent => permanent.EffectList(EffectTiming.None))
  353. .Flat()
  354. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  355. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  356. #endregion
  357. return turnEndMinMemory;
  358. }
  359. }
  360. #endregion
  361. #region Turn end processing
  362. public IEnumerator EndTurnProcess()
  363. {
  364. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  365. {
  366. GManager.instance.turnStateMachine.isSync = true;
  367. // yield return GManager.instance.photonWaitController.StartWait("EndTurnProcess");
  368. if (GManager.instance.turnStateMachine.Passed && GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  369. {
  370. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.PlayerID == 0)
  371. {
  372. GManager.instance.turnStateMachine.gameContext.Memory = 3;
  373. }
  374. else
  375. {
  376. GManager.instance.turnStateMachine.gameContext.Memory = -3;
  377. }
  378. yield return ContinuousController.instance.StartCoroutine(GManager.instance.memoryObject.SetMemory());
  379. }
  380. GManager.instance.turnStateMachine.Passed = true;
  381. //Effect at end of turn
  382. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.OnEndTurn));
  383. //Automatic processing check timing
  384. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  385. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  386. {
  387. GManager.instance.turnStateMachine.gameContext.TurnPhase = GameContext.phase.End;
  388. }
  389. else
  390. {
  391. GManager.instance.turnStateMachine.isSync = false;
  392. if (GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  393. {
  394. StartCoroutine(GManager.instance.turnStateMachine.SetMainPhase());
  395. }
  396. }
  397. }
  398. }
  399. #endregion
  400. #region Shrink security Digimon display
  401. public IEnumerator ShrinkSecurityDigimonDisplay()
  402. {
  403. if (!HasAwaitingActivateEffects()) yield break;
  404. if (GManager.instance.attackProcess.IsAttacking)
  405. {
  406. if (GManager.instance.attackProcess.SecurityDigimon != null)
  407. {
  408. if (GManager.instance.GetComponent<Effects>().ShowUseHandCard.gameObject.activeSelf && GManager.instance.GetComponent<Effects>().ShowUseHandCard.cardSource == GManager.instance.attackProcess.SecurityDigimon)
  409. {
  410. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().MoveToExecuteCardEffect(GManager.instance.attackProcess.SecurityDigimon));
  411. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.SecurityDigimon.Owner.brainStormObject.BrainStormCoroutine(GManager.instance.attackProcess.SecurityDigimon));
  412. }
  413. }
  414. }
  415. }
  416. #endregion
  417. #region Whether there is awaiting activate effects
  418. public bool HasAwaitingActivateEffects()
  419. {
  420. if (StackedSkillInfos.Count >= 2)
  421. {
  422. return true;
  423. }
  424. else if (StackedSkillInfos.Count == 1)
  425. {
  426. if (StackedSkillInfos[0].CardEffect.CanActivate(StackedSkillInfos[0].Hashtable))
  427. {
  428. return true;
  429. }
  430. }
  431. return false;
  432. }
  433. #endregion
  434. #region Get skillInfos
  435. public static List<SkillInfo> GetSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  436. {
  437. List<SkillInfo> skillInfos = new List<SkillInfo>();
  438. #region player effect
  439. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  440. {
  441. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  442. {
  443. if (cardEffect is ActivateICardEffect)
  444. {
  445. if (!cardEffect.IsBackgroundProcess)
  446. {
  447. if (cardEffect.CanTrigger(hashtable))
  448. {
  449. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  450. }
  451. }
  452. }
  453. }
  454. }
  455. #endregion
  456. #region Effects of permanents in play
  457. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  458. {
  459. foreach (Permanent permanent in player.GetFieldPermanents())
  460. {
  461. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  462. {
  463. if (cardEffect is ActivateICardEffect)
  464. {
  465. if (!cardEffect.IsBackgroundProcess)
  466. {
  467. if (cardEffect.CanTrigger(hashtable))
  468. {
  469. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  470. }
  471. }
  472. }
  473. }
  474. }
  475. }
  476. #endregion
  477. #region Trash card effect
  478. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  479. {
  480. foreach (CardSource cardSource in player.TrashCards)
  481. {
  482. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  483. {
  484. if (cardEffect is ActivateICardEffect)
  485. {
  486. if (!cardEffect.IsBackgroundProcess)
  487. {
  488. if (cardEffect.CanTrigger(hashtable))
  489. {
  490. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  491. }
  492. }
  493. }
  494. }
  495. }
  496. }
  497. #endregion
  498. #region Effects of cards in hand
  499. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  500. {
  501. foreach (CardSource cardSource in player.HandCards)
  502. {
  503. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  504. {
  505. if (cardEffect is ActivateICardEffect)
  506. {
  507. if (!cardEffect.IsBackgroundProcess)
  508. {
  509. if (cardEffect.CanTrigger(hashtable))
  510. {
  511. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  512. }
  513. }
  514. }
  515. }
  516. }
  517. }
  518. #endregion
  519. return skillInfos;
  520. }
  521. #endregion
  522. #region Activate background effects
  523. public static IEnumerator ActivateBackgroundEffects(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  524. {
  525. #region Player effect
  526. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  527. {
  528. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  529. {
  530. if (cardEffect is ActivateICardEffect)
  531. {
  532. if (cardEffect.IsBackgroundProcess)
  533. {
  534. if (cardEffect.CanUse(hashtable))
  535. {
  536. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  537. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  538. }
  539. }
  540. }
  541. }
  542. }
  543. #endregion
  544. #region Effects of permanents in play
  545. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  546. {
  547. foreach (Permanent permanent in player.GetFieldPermanents())
  548. {
  549. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  550. {
  551. if (cardEffect is ActivateICardEffect)
  552. {
  553. if (cardEffect.IsBackgroundProcess)
  554. {
  555. if (cardEffect.CanUse(hashtable))
  556. {
  557. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  558. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  559. }
  560. }
  561. }
  562. }
  563. }
  564. }
  565. #endregion
  566. #region Trash card effect
  567. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  568. {
  569. foreach (CardSource cardSource in player.TrashCards)
  570. {
  571. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  572. {
  573. if (cardEffect is ActivateICardEffect)
  574. {
  575. if (cardEffect.IsBackgroundProcess)
  576. {
  577. if (cardEffect.CanUse(hashtable))
  578. {
  579. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  580. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  581. }
  582. }
  583. }
  584. }
  585. }
  586. }
  587. #endregion
  588. #region Effects of cards in hand
  589. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  590. {
  591. foreach (CardSource cardSource in player.HandCards)
  592. {
  593. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  594. {
  595. if (cardEffect is ActivateICardEffect)
  596. {
  597. if (cardEffect.IsBackgroundProcess)
  598. {
  599. if (cardEffect.CanUse(hashtable))
  600. {
  601. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  602. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  603. }
  604. }
  605. }
  606. }
  607. }
  608. }
  609. #endregion
  610. }
  611. #endregion
  612. #region Stack skillInfos
  613. public IEnumerator StackSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  614. {
  615. GetSkillInfos(hashtable, timing, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  616. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffects(hashtable, timing, cardEffectCondition));
  617. }
  618. #endregion
  619. #region Get skillInfos of cards
  620. public static List<SkillInfo> GetSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  621. {
  622. List<SkillInfo> skillInfos = new List<SkillInfo>();
  623. #region カードリストの効果
  624. foreach (CardSource cardSource in cardSources)
  625. {
  626. if (cardSource.PermanentOfThisCard() == null)
  627. {
  628. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  629. {
  630. if (cardEffect is ActivateICardEffect)
  631. {
  632. if (!cardEffect.IsBackgroundProcess)
  633. {
  634. if (cardEffect.CanTrigger(hashtable))
  635. {
  636. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  637. }
  638. }
  639. }
  640. }
  641. }
  642. }
  643. #endregion
  644. return skillInfos;
  645. }
  646. #endregion
  647. #region Activate background effects of cards
  648. public static IEnumerator ActivateBackgroundEffectsOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  649. {
  650. #region Effect of card list
  651. foreach (CardSource cardSource in cardSources)
  652. {
  653. if (cardSource.PermanentOfThisCard() == null)
  654. {
  655. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  656. {
  657. if (cardEffect is ActivateICardEffect)
  658. {
  659. if (cardEffect.IsBackgroundProcess)
  660. {
  661. if (cardEffect.CanUse(hashtable))
  662. {
  663. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  664. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  665. }
  666. }
  667. }
  668. }
  669. }
  670. }
  671. #endregion
  672. }
  673. #endregion
  674. #region Stack skillInfos of cards
  675. public IEnumerator StackSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  676. {
  677. GetSkillInfosOfCards(hashtable, timing, cardSources, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  678. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffectsOfCards(hashtable, timing, cardSources, cardEffectCondition));
  679. }
  680. #endregion
  681. public ICardEffect MainProcessingEffect { get; private set; } = null;
  682. List<ICardEffect> _usedCutinEffects = new List<ICardEffect>();
  683. public IEnumerator ActivateEffectProcess(ICardEffect cardEffect, Hashtable hashtable, bool isCheckOptional = true)
  684. {
  685. if (cardEffect == null) yield break;
  686. if (!(cardEffect is ActivateICardEffect)) yield break;
  687. if (cardEffect.CanActivate(hashtable) || cardEffect.IsDeclarative)
  688. {
  689. bool isEffectProcessing = MainProcessingEffect != null;
  690. if (!isEffectProcessing)
  691. {
  692. MainProcessingEffect = cardEffect;
  693. _usedCutinEffects = new List<ICardEffect>();
  694. }
  695. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate_Optional_Effect_Execute(hashtable, isCheckOptional));
  696. if (!isEffectProcessing)
  697. {
  698. MainProcessingEffect = null;
  699. _usedCutinEffects = new List<ICardEffect>();
  700. }
  701. }
  702. }
  703. public bool IsCutInEffectHasUsed(ICardEffect cutinEffect)
  704. {
  705. return false;//TODO: General line 17 - _usedCutinEffects.Some(cardEffect => cardEffect.IsSameEffect(cutinEffect));
  706. }
  707. public bool IsCutInEffectUsedMaxCount(ICardEffect cutinEffect)
  708. {
  709. return _usedCutinEffects.Count(cardEffect => cardEffect.IsSameEffect(cutinEffect)) < cutinEffect.ChainActivations;
  710. }
  711. public void AddCutinEffect(ICardEffect cardEffect)
  712. {
  713. if (GManager.instance.autoProcessing.MainProcessingEffect != null)
  714. {
  715. _usedCutinEffects.Add(cardEffect);
  716. }
  717. }
  718. }