AutoProcessing.cs 40 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. if (!skillInfo.CardEffect.IsOptionEffect) //If explicitly set to be an option effect, override setting it to any other kind
  57. {
  58. //Inherited and Link effects can only ever be digimon effects
  59. if (skillInfo.CardEffect.IsInheritedEffect || skillInfo.CardEffect.IsLinkedEffect)
  60. {
  61. skillInfo.CardEffect.SetIsDigimonEffect(true);
  62. }
  63. else
  64. {
  65. #region set the flag whether it is Digimon's effect
  66. if (permanent != null)
  67. {
  68. if (permanent.IsDigimon)
  69. {
  70. skillInfo.CardEffect.SetIsDigimonEffect(true);
  71. }
  72. }
  73. if (card == GManager.instance.attackProcess.SecurityDigimon)
  74. {
  75. skillInfo.CardEffect.SetIsDigimonEffect(true);
  76. }
  77. #endregion
  78. #region set the flag whether it is Tamer's effect
  79. if (permanent != null)
  80. {
  81. if (permanent.IsTamer)
  82. {
  83. skillInfo.CardEffect.SetIsTamerEffect(true);
  84. }
  85. }
  86. else if (card.IsTamer)
  87. {
  88. skillInfo.CardEffect.SetIsTamerEffect(true);
  89. }
  90. #endregion
  91. }
  92. }
  93. #region set permanent and topCard when triggered
  94. ((ActivateICardEffect)skillInfo.CardEffect).PermanentWhenTriggered = permanent;
  95. if (permanent != null)
  96. {
  97. ((ActivateICardEffect)skillInfo.CardEffect).TopCardWhenTriggered = permanent.TopCard;
  98. }
  99. #endregion
  100. StackedSkillInfos.Add(skillInfo);
  101. }
  102. #endregion
  103. #region Automated processing checks
  104. public IEnumerator AutoProcessCheck()
  105. {
  106. if (!GManager.instance.turnStateMachine.DoneStartGame) yield break;
  107. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  108. GManager.instance.turnStateMachine.IsSelecting = true;
  109. //Rule processing
  110. yield return ContinuousController.instance.StartCoroutine(RuleProcess());
  111. //Rule Timing
  112. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.RulesTiming));
  113. //Trigger effect processing
  114. yield return ContinuousController.instance.StartCoroutine(TriggeredSkillProcess(false, null));
  115. GManager.instance.turnStateMachine.IsSelecting = false;
  116. }
  117. #endregion
  118. #region Rule processing
  119. public bool IsRuleProcessing { get; set; } = false;
  120. bool IsNotDigimonInBreeding(Permanent permanent)
  121. {
  122. if (permanent != null)
  123. {
  124. if (permanent.TopCard != null)
  125. {
  126. if (CardEffectCommons.IsExistOnBreedingArea(permanent.TopCard))
  127. {
  128. if (!permanent.IsDigimon)
  129. {
  130. return true;
  131. }
  132. }
  133. }
  134. }
  135. return false;
  136. }
  137. bool IsNotHavingDP(Permanent permanent)
  138. {
  139. if (permanent != null)
  140. {
  141. if (permanent.TopCard != null)
  142. {
  143. if (permanent.DP < 0)
  144. {
  145. if (permanent.IsPlaceToTrashDueToNotHavingDP)
  146. {
  147. if (permanent.IsDigimon)
  148. {
  149. return true;
  150. }
  151. if (permanent.TopCard.IsOption)
  152. {
  153. if (!permanent.IsPlayedOptionPermanent)
  154. {
  155. return true;
  156. }
  157. }
  158. }
  159. }
  160. }
  161. }
  162. return false;
  163. }
  164. bool IsDigimonLackDP(Permanent permanent)
  165. {
  166. if (permanent != null)
  167. {
  168. if (permanent.TopCard != null)
  169. {
  170. if (permanent.DP == 0)
  171. {
  172. if (permanent.IsDigimon)
  173. {
  174. if (permanent.CanBeDestroyed())
  175. {
  176. return true;
  177. }
  178. }
  179. }
  180. }
  181. }
  182. return false;
  183. }
  184. bool IsAttackerNotADigimon()
  185. {
  186. if (!GManager.instance.attackProcess.IsAttacking)
  187. return false;
  188. if (GManager.instance.attackProcess.AttackingPermanent != null)
  189. {
  190. if (!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
  191. return true;
  192. //if (GManager.instance.attackProcess.HasDefender && GManager.instance.attackProcess.DefendingPermanent == null)
  193. // return true;
  194. }
  195. return false;
  196. }
  197. bool IsDigimonLackLinkCondition(Permanent permanent)
  198. {
  199. if (permanent != null)
  200. {
  201. if (permanent.TopCard != null)
  202. {
  203. if (permanent.LinkedCards.Any(source => !source.CanLinkToTargetPermanent(permanent, false, true)))
  204. {
  205. return true;
  206. }
  207. }
  208. }
  209. return false;
  210. }
  211. bool IsDigimonLackLinkCount(Permanent permanent)
  212. {
  213. if (permanent != null)
  214. {
  215. if (permanent.TopCard != null)
  216. {
  217. if (permanent.LinkedCards.Count > permanent.LinkedMax)
  218. {
  219. return true;
  220. }
  221. }
  222. }
  223. return false;
  224. }
  225. bool IsPermanentFaceDown(Permanent permanent)
  226. {
  227. if (permanent != null)
  228. {
  229. if (permanent.TopCard != null)
  230. {
  231. if (permanent.TopCard.IsFlipped)
  232. {
  233. return true;
  234. }
  235. }
  236. }
  237. return false;
  238. }
  239. public IEnumerator RuleProcess()
  240. {
  241. while (DoRuleProcess())
  242. {
  243. IsRuleProcessing = true;
  244. //敗北処理
  245. yield return ContinuousController.instance.StartCoroutine(EndGameProcess());
  246. if (GManager.instance.turnStateMachine.endGame) yield break;
  247. //Trash Non Digimon from Breeding
  248. yield return ContinuousController.instance.StartCoroutine(TrashNonDigimonPermanentProcess());
  249. //DPを持たないカードをトラッシュする処理
  250. yield return ContinuousController.instance.StartCoroutine(TrashNoDPPermanentProcess());
  251. //DP不足処理
  252. yield return ContinuousController.instance.StartCoroutine(DigimonLackDPProcess());
  253. //Battle as Tamer
  254. yield return ContinuousController.instance.StartCoroutine(BattleWithoutDigimon());
  255. //Link Lacking condition
  256. yield return ContinuousController.instance.StartCoroutine(DigimonLackLinkConditionProcess());
  257. //Add link count correction
  258. yield return ContinuousController.instance.StartCoroutine(DigimonLackLinkMaxCountProcess());
  259. //Permanent Face Down
  260. yield return ContinuousController.instance.StartCoroutine(CardFaceDownProcess());
  261. IsRuleProcessing = false;
  262. }
  263. }
  264. #region Whether rule processing needs to be done
  265. bool DoRuleProcess()
  266. {
  267. if (IsRuleProcessing) return false;
  268. #region Whether it is necessary to perform game end processing
  269. if (GManager.instance.turnStateMachine.gameContext.Players.Count(player => player.IsLose) >= 1)
  270. {
  271. return true;
  272. }
  273. #endregion
  274. #region Is it necessary to discard cards in breeding?
  275. if (CardEffectCommons.HasMatchConditionPermanent(IsNotDigimonInBreeding, true))
  276. {
  277. return true;
  278. }
  279. #endregion
  280. #region Is it necessary to discard cards without DP?
  281. if (CardEffectCommons.HasMatchConditionPermanent(IsNotHavingDP))
  282. {
  283. return true;
  284. }
  285. #endregion
  286. #region Is it necessary to deal with Digimon's DP shortage?
  287. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackDP))
  288. {
  289. return true;
  290. }
  291. #endregion
  292. #region Is it necessary to deal with Battle Without Digimon?
  293. if (IsAttackerNotADigimon())
  294. {
  295. //return true;
  296. }
  297. #endregion
  298. #region Is it necessary to deal with Digimon's Link Cards?
  299. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackLinkCondition, true))
  300. {
  301. return true;
  302. }
  303. #endregion
  304. #region Is it necessary to deal with Digimon's Link Count?
  305. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackLinkCount, true))
  306. {
  307. return true;
  308. }
  309. #endregion
  310. #region Is it necessary to deal with card being face down?
  311. if (CardEffectCommons.HasMatchConditionPermanent(IsPermanentFaceDown, true))
  312. {
  313. return true;
  314. }
  315. #endregion
  316. return false;
  317. }
  318. #endregion
  319. #region Each rule processing
  320. #region Game end processing
  321. IEnumerator EndGameProcess()
  322. {
  323. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players)
  324. {
  325. if (player.IsLose)
  326. {
  327. if (!player.Enemy.IsLose)
  328. {
  329. GManager.instance.turnStateMachine.EndGame(player.Enemy, false);
  330. }
  331. else
  332. {
  333. GManager.instance.turnStateMachine.EndGame(null, false);
  334. }
  335. yield break;
  336. }
  337. }
  338. }
  339. #endregion
  340. #region Process of trashing cards in Breeding
  341. IEnumerator TrashNonDigimonPermanentProcess()
  342. {
  343. List<Permanent> BreedingPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  344. .Map(player => player.GetBreedingAreaPermanents()
  345. .Filter(IsNotDigimonInBreeding)).Flat();
  346. if (BreedingPermanents.Count >= 1)
  347. {
  348. foreach (Permanent permanent in BreedingPermanents)
  349. {
  350. if (permanent != null)
  351. {
  352. if (permanent.TopCard != null)
  353. {
  354. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  355. CardSource cardSource = permanent.TopCard;
  356. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  357. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  358. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  359. }
  360. }
  361. }
  362. }
  363. }
  364. #endregion
  365. #region Process of trashing cards without DP
  366. IEnumerator TrashNoDPPermanentProcess()
  367. {
  368. List<Permanent> DigitamaPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  369. .Map(player => player.GetBattleAreaPermanents()
  370. .Filter(IsNotHavingDP)).Flat();
  371. if (DigitamaPermanents.Count >= 1)
  372. {
  373. foreach (Permanent permanent in DigitamaPermanents)
  374. {
  375. if (permanent != null)
  376. {
  377. if (permanent.TopCard != null)
  378. {
  379. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  380. CardSource cardSource = permanent.TopCard;
  381. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  382. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  383. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  384. }
  385. }
  386. }
  387. }
  388. }
  389. #endregion
  390. #region Digimon DP shortage handling
  391. IEnumerator DigimonLackDPProcess()
  392. {
  393. List<Permanent> LackPowerPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  394. .Map(player => player.GetBattleAreaPermanents()
  395. .Filter(IsDigimonLackDP)).Flat();
  396. if (LackPowerPermanents.Count >= 1)
  397. {
  398. Hashtable hashtable = new Hashtable()
  399. {
  400. { "DPZero", true }
  401. };
  402. yield return ContinuousController.instance.StartCoroutine(new DestroyPermanentsClass(LackPowerPermanents, hashtable).Destroy());
  403. }
  404. }
  405. #endregion
  406. #region Battle Concerning Tamer
  407. IEnumerator BattleWithoutDigimon()
  408. {
  409. if(GManager.instance.attackProcess.AttackingPermanent == null)
  410. yield break;
  411. if(!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
  412. GManager.instance.attackProcess.IsEndAttack = true;
  413. if(GManager.instance.attackProcess.DefendingPermanent == null && GManager.instance.attackProcess.HasDefender)
  414. GManager.instance.attackProcess.IsEndAttack = true;
  415. }
  416. #endregion
  417. #region Link Card Lacking conditions handling
  418. IEnumerator DigimonLackLinkConditionProcess()
  419. {
  420. List<Permanent> LackLinkConditionPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  421. .Map(player => player.GetFieldPermanents()
  422. .Filter(IsDigimonLackLinkCondition)).Flat();
  423. if (LackLinkConditionPermanents.Count >= 1)
  424. {
  425. foreach(Permanent permanent in LackLinkConditionPermanents)
  426. {
  427. List<CardSource> selectedCards = permanent.LinkedCards.FindAll(source => !source.CanLinkToTargetPermanent(permanent, false));
  428. yield return ContinuousController.instance.StartCoroutine(new ITrashLinkCards(
  429. permanent,
  430. selectedCards,
  431. null).TrashLinkCards());
  432. }
  433. }
  434. }
  435. #endregion
  436. #region Link Card Lacking Max Count handling
  437. IEnumerator DigimonLackLinkMaxCountProcess()
  438. {
  439. List<Permanent> LackLinkCountPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  440. .Map(player => player.GetFieldPermanents()
  441. .Filter(IsDigimonLackLinkCount)).Flat();
  442. if (LackLinkCountPermanents.Count >= 1)
  443. {
  444. foreach (Permanent permanent in LackLinkCountPermanents)
  445. {
  446. yield return ContinuousController.instance.StartCoroutine(permanent.RemoveLinkedCard(null, (permanent.LinkedCards.Count - permanent.LinkedMax)));
  447. }
  448. }
  449. }
  450. #endregion
  451. #region Process of trashing cards that are face down
  452. IEnumerator CardFaceDownProcess()
  453. {
  454. List<Permanent> FacedownPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  455. .Map(player => player.GetBattleAreaPermanents()
  456. .Filter(IsPermanentFaceDown)).Flat();
  457. foreach (Permanent permanent in FacedownPermanents)
  458. {
  459. if (permanent != null)
  460. {
  461. if (permanent.TopCard != null)
  462. {
  463. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  464. CardSource cardSource = permanent.TopCard;
  465. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  466. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  467. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  468. }
  469. }
  470. }
  471. }
  472. #endregion
  473. #endregion
  474. #endregion
  475. #region Trigger effect processing
  476. public IEnumerator TriggeredSkillProcess(bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
  477. {
  478. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  479. if (StackedSkillInfos.Count > 0)
  480. {
  481. List<SkillInfo> skillInfos = StackedSkillInfos.Filter(skillInfo => skillInfo != null && !skipSkillInfos.Contains(skillInfo));
  482. if (skillInfos.Count >= 1)
  483. {
  484. //Clear the list of triggering skills not included in the resolution timing
  485. foreach (SkillInfo skillInfo in skillInfos)
  486. {
  487. StackedSkillInfos.Remove(skillInfo);
  488. }
  489. //Process the list of skills being triggered
  490. if (availableMultipleSkills != null)
  491. {
  492. yield return ContinuousController.instance.StartCoroutine(availableMultipleSkills.ActivateMultipleSkills(
  493. skillInfos,
  494. this,
  495. CheckNewTriggredSkill_mainStack,
  496. skipCondition));
  497. }
  498. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.AfterEffectsActivate));
  499. }
  500. }
  501. }
  502. #endregion
  503. #region List of effects already achieved
  504. public List<SkillInfo> skillInfos_used
  505. {
  506. get
  507. {
  508. List<SkillInfo> skillInfos_used = new List<SkillInfo>();
  509. foreach (MultipleSkills multipleSkills in multipleSkills)
  510. {
  511. foreach (SkillInfo skillInfo in multipleSkills.SkillInfos_used)
  512. {
  513. skillInfos_used.Add(skillInfo);
  514. }
  515. }
  516. return skillInfos_used;
  517. }
  518. }
  519. #endregion
  520. #region The same effect has already been achieved
  521. public static bool HasExecutedSameEffect(List<SkillInfo> skillInfos, SkillInfo skillInfo)
  522. {
  523. return skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  524. }
  525. #endregion
  526. #region Check end of turn
  527. public IEnumerator EndTurnCheck()
  528. {
  529. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End && !GManager.instance.attackProcess.ActiveAttack())
  530. {
  531. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  532. {
  533. GManager.instance.turnStateMachine.Passed = false;
  534. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.EndTurnProcess());
  535. }
  536. }
  537. }
  538. #endregion
  539. #region Minimum memory to end turn
  540. static int TurnEndMinMemory
  541. {
  542. get
  543. {
  544. int turnEndMinMemory = 1;
  545. #region the effects of players
  546. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  547. .Map(player => player.EffectList(EffectTiming.None))
  548. .Flat()
  549. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  550. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  551. #endregion
  552. #region the effects of permanents
  553. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  554. .Map(player => player.GetFieldPermanents())
  555. .Flat()
  556. .Map(permanent => permanent.EffectList(EffectTiming.None))
  557. .Flat()
  558. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  559. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  560. #endregion
  561. return turnEndMinMemory;
  562. }
  563. }
  564. #endregion
  565. #region Turn end processing
  566. public IEnumerator EndTurnProcess()
  567. {
  568. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  569. {
  570. // yield return GManager.instance.photonWaitController.StartWait("EndTurnProcess");
  571. if (GManager.instance.turnStateMachine.Passed && GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  572. {
  573. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.PlayerID == 0)
  574. {
  575. GManager.instance.turnStateMachine.gameContext.Memory = 3;
  576. }
  577. else
  578. {
  579. GManager.instance.turnStateMachine.gameContext.Memory = -3;
  580. }
  581. yield return ContinuousController.instance.StartCoroutine(GManager.instance.memoryObject.SetMemory());
  582. }
  583. GManager.instance.turnStateMachine.Passed = true;
  584. //Effect at end of turn
  585. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.OnEndTurn));
  586. //Automatic processing check timing
  587. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  588. //Handle attack steps
  589. while (GManager.instance.attackProcess.ActiveAttack())
  590. {
  591. Debug.Log($"Active Attack, {Enum.GetName(typeof(AttackProcess.AttackState),GManager.instance.attackProcess.State)} Step");
  592. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.ProcessNextState());
  593. //自動処理チェックタイミング
  594. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  595. }
  596. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  597. {
  598. GManager.instance.turnStateMachine.gameContext.TurnPhase = GameContext.phase.End;
  599. }
  600. else
  601. {
  602. if (GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  603. {
  604. StartCoroutine(GManager.instance.turnStateMachine.SetMainPhase());
  605. }
  606. }
  607. }
  608. }
  609. #endregion
  610. #region Shrink security Digimon display
  611. public IEnumerator ShrinkSecurityDigimonDisplay()
  612. {
  613. if (!HasAwaitingActivateEffects()) yield break;
  614. if (GManager.instance.attackProcess.IsAttacking)
  615. {
  616. if (GManager.instance.attackProcess.SecurityDigimon != null)
  617. {
  618. if (GManager.instance.GetComponent<Effects>().ShowUseHandCard.gameObject.activeSelf && GManager.instance.GetComponent<Effects>().ShowUseHandCard.cardSource == GManager.instance.attackProcess.SecurityDigimon)
  619. {
  620. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().MoveToExecuteCardEffect(GManager.instance.attackProcess.SecurityDigimon));
  621. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.SecurityDigimon.Owner.brainStormObject.BrainStormCoroutine(GManager.instance.attackProcess.SecurityDigimon));
  622. }
  623. }
  624. }
  625. }
  626. #endregion
  627. #region Whether there is awaiting activate effects
  628. public bool HasAwaitingActivateEffects()
  629. {
  630. if (StackedSkillInfos.Count >= 2)
  631. {
  632. return true;
  633. }
  634. else if (StackedSkillInfos.Count == 1)
  635. {
  636. if (StackedSkillInfos[0].CardEffect.CanActivate(StackedSkillInfos[0].Hashtable))
  637. {
  638. return true;
  639. }
  640. }
  641. return false;
  642. }
  643. #endregion
  644. #region Get skillInfos
  645. public static List<SkillInfo> GetSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  646. {
  647. List<SkillInfo> skillInfos = new List<SkillInfo>();
  648. #region player effect
  649. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  650. {
  651. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  652. {
  653. if (cardEffect is ActivateICardEffect)
  654. {
  655. if (!cardEffect.IsBackgroundProcess)
  656. {
  657. if (cardEffect.CanTrigger(hashtable))
  658. {
  659. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  660. }
  661. }
  662. }
  663. }
  664. }
  665. #endregion
  666. #region Effects of permanents in play
  667. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  668. {
  669. foreach (Permanent permanent in player.GetFieldPermanents())
  670. {
  671. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  672. {
  673. if (cardEffect is ActivateICardEffect)
  674. {
  675. if (!cardEffect.IsBackgroundProcess)
  676. {
  677. if (cardEffect.CanTrigger(hashtable))
  678. {
  679. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  680. }
  681. }
  682. }
  683. }
  684. }
  685. }
  686. #endregion
  687. #region Trash card effect
  688. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  689. {
  690. foreach (CardSource cardSource in player.TrashCards)
  691. {
  692. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  693. {
  694. if (cardEffect is ActivateICardEffect)
  695. {
  696. if (!cardEffect.IsBackgroundProcess)
  697. {
  698. if (cardEffect.CanTrigger(hashtable))
  699. {
  700. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  701. }
  702. }
  703. }
  704. }
  705. }
  706. }
  707. #endregion
  708. #region Effects of cards in hand
  709. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  710. {
  711. foreach (CardSource cardSource in player.HandCards)
  712. {
  713. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  714. {
  715. if (cardEffect is ActivateICardEffect)
  716. {
  717. if (!cardEffect.IsBackgroundProcess)
  718. {
  719. if (cardEffect.CanTrigger(hashtable))
  720. {
  721. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  722. }
  723. }
  724. }
  725. }
  726. }
  727. }
  728. #endregion
  729. #region Effects of faceup security
  730. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  731. {
  732. foreach (CardSource source in player.SecurityCards)
  733. {
  734. if (source.IsFlipped)
  735. continue;
  736. foreach (ICardEffect cardEffect in source.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  737. {
  738. if (cardEffect is ActivateICardEffect)
  739. {
  740. if (!cardEffect.IsBackgroundProcess)
  741. {
  742. if (cardEffect.CanTrigger(hashtable))
  743. {
  744. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  745. }
  746. }
  747. }
  748. }
  749. }
  750. }
  751. #endregion
  752. return skillInfos;
  753. }
  754. #endregion
  755. #region Activate background effects
  756. public static IEnumerator ActivateBackgroundEffects(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  757. {
  758. #region Player effect
  759. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  760. {
  761. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  762. {
  763. if (cardEffect is ActivateICardEffect)
  764. {
  765. if (cardEffect.IsBackgroundProcess)
  766. {
  767. if (cardEffect.CanUse(hashtable))
  768. {
  769. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  770. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  771. }
  772. }
  773. }
  774. }
  775. }
  776. #endregion
  777. #region Effects of permanents in play
  778. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  779. {
  780. foreach (Permanent permanent in player.GetFieldPermanents())
  781. {
  782. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  783. {
  784. if (cardEffect is ActivateICardEffect)
  785. {
  786. if (cardEffect.IsBackgroundProcess)
  787. {
  788. if (cardEffect.CanUse(hashtable))
  789. {
  790. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  791. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  792. }
  793. }
  794. }
  795. }
  796. }
  797. }
  798. #endregion
  799. #region Trash card effect
  800. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  801. {
  802. foreach (CardSource cardSource in player.TrashCards)
  803. {
  804. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  805. {
  806. if (cardEffect is ActivateICardEffect)
  807. {
  808. if (cardEffect.IsBackgroundProcess)
  809. {
  810. if (cardEffect.CanUse(hashtable))
  811. {
  812. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  813. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  814. }
  815. }
  816. }
  817. }
  818. }
  819. }
  820. #endregion
  821. #region Effects of cards in hand
  822. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  823. {
  824. foreach (CardSource cardSource in player.HandCards)
  825. {
  826. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  827. {
  828. if (cardEffect is ActivateICardEffect)
  829. {
  830. if (cardEffect.IsBackgroundProcess)
  831. {
  832. if (cardEffect.CanUse(hashtable))
  833. {
  834. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  835. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  836. }
  837. }
  838. }
  839. }
  840. }
  841. }
  842. #endregion
  843. }
  844. #endregion
  845. #region Stack skillInfos
  846. public IEnumerator StackSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  847. {
  848. GetSkillInfos(hashtable, timing, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  849. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffects(hashtable, timing, cardEffectCondition));
  850. }
  851. #endregion
  852. #region Get skillInfos of cards
  853. public static List<SkillInfo> GetSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  854. {
  855. List<SkillInfo> skillInfos = new List<SkillInfo>();
  856. #region カードリストの効果
  857. foreach (CardSource cardSource in cardSources)
  858. {
  859. if (cardSource.PermanentOfThisCard() == null)
  860. {
  861. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  862. {
  863. if (cardEffect is ActivateICardEffect)
  864. {
  865. if (!cardEffect.IsBackgroundProcess)
  866. {
  867. if (cardEffect.CanTrigger(hashtable))
  868. {
  869. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  870. }
  871. }
  872. }
  873. }
  874. }
  875. }
  876. #endregion
  877. return skillInfos;
  878. }
  879. #endregion
  880. #region Activate background effects of cards
  881. public static IEnumerator ActivateBackgroundEffectsOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  882. {
  883. #region Effect of card list
  884. foreach (CardSource cardSource in cardSources)
  885. {
  886. if (cardSource.PermanentOfThisCard() == null)
  887. {
  888. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  889. {
  890. if (cardEffect is ActivateICardEffect)
  891. {
  892. if (cardEffect.IsBackgroundProcess)
  893. {
  894. if (cardEffect.CanUse(hashtable))
  895. {
  896. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  897. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  898. }
  899. }
  900. }
  901. }
  902. }
  903. }
  904. #endregion
  905. }
  906. #endregion
  907. #region Stack skillInfos of cards
  908. public IEnumerator StackSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  909. {
  910. GetSkillInfosOfCards(hashtable, timing, cardSources, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  911. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffectsOfCards(hashtable, timing, cardSources, cardEffectCondition));
  912. }
  913. #endregion
  914. public ICardEffect MainProcessingEffect { get; private set; } = null;
  915. List<ICardEffect> _usedCutinEffects = new List<ICardEffect>();
  916. public IEnumerator ActivateEffectProcess(ICardEffect cardEffect, Hashtable hashtable, bool isCheckOptional = true)
  917. {
  918. if (cardEffect == null) yield break;
  919. if (!(cardEffect is ActivateICardEffect)) yield break;
  920. if (cardEffect.CanActivate(hashtable) || cardEffect.IsDeclarative)
  921. {
  922. bool isEffectProcessing = MainProcessingEffect != null;
  923. if (!isEffectProcessing)
  924. {
  925. MainProcessingEffect = cardEffect;
  926. _usedCutinEffects = new List<ICardEffect>();
  927. }
  928. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate_Optional_Effect_Execute(hashtable, isCheckOptional));
  929. if (!isEffectProcessing)
  930. {
  931. MainProcessingEffect = null;
  932. _usedCutinEffects = new List<ICardEffect>();
  933. }
  934. }
  935. }
  936. public bool IsCutInEffectHasUsed(ICardEffect cutinEffect)
  937. {
  938. return false;//TODO: General line 17 - _usedCutinEffects.Some(cardEffect => cardEffect.IsSameEffect(cutinEffect));
  939. }
  940. public bool IsCutInEffectUsedMaxCount(ICardEffect cutinEffect)
  941. {
  942. return _usedCutinEffects.Count(cardEffect => cardEffect.IsSameEffect(cutinEffect)) < cutinEffect.ChainActivations;
  943. }
  944. public void AddCutinEffect(ICardEffect cardEffect)
  945. {
  946. if (GManager.instance.autoProcessing.MainProcessingEffect != null)
  947. {
  948. _usedCutinEffects.Add(cardEffect);
  949. }
  950. }
  951. }