AutoProcessing.cs 31 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. if(GManager.instance.attackProcess.DefendingPermanent == null && GManager.instance.attackProcess.HasDefender)
  268. GManager.instance.attackProcess.IsEndAttack = true;
  269. }
  270. #endregion
  271. #endregion
  272. #endregion
  273. #region Trigger effect processing
  274. public IEnumerator TriggeredSkillProcess(bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
  275. {
  276. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  277. if (StackedSkillInfos.Count > 0)
  278. {
  279. List<SkillInfo> skillInfos = StackedSkillInfos.Filter(skillInfo => skillInfo != null && !skipSkillInfos.Contains(skillInfo));
  280. if (skillInfos.Count >= 1)
  281. {
  282. //Clear the list of triggering skills not included in the resolution timing
  283. foreach (SkillInfo skillInfo in skillInfos)
  284. {
  285. StackedSkillInfos.Remove(skillInfo);
  286. }
  287. //Process the list of skills being triggered
  288. if (availableMultipleSkills != null)
  289. {
  290. yield return ContinuousController.instance.StartCoroutine(availableMultipleSkills.ActivateMultipleSkills(
  291. skillInfos,
  292. this,
  293. CheckNewTriggredSkill_mainStack,
  294. skipCondition));
  295. }
  296. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.AfterEffectsActivate));
  297. }
  298. }
  299. }
  300. #endregion
  301. #region List of effects already achieved
  302. public List<SkillInfo> skillInfos_used
  303. {
  304. get
  305. {
  306. List<SkillInfo> skillInfos_used = new List<SkillInfo>();
  307. foreach (MultipleSkills multipleSkills in multipleSkills)
  308. {
  309. foreach (SkillInfo skillInfo in multipleSkills.SkillInfos_used)
  310. {
  311. skillInfos_used.Add(skillInfo);
  312. }
  313. }
  314. return skillInfos_used;
  315. }
  316. }
  317. #endregion
  318. #region The same effect has already been achieved
  319. public static bool HasExecutedSameEffect(List<SkillInfo> skillInfos, SkillInfo skillInfo)
  320. {
  321. return skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  322. }
  323. #endregion
  324. #region Check end of turn
  325. public IEnumerator EndTurnCheck()
  326. {
  327. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  328. {
  329. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  330. {
  331. GManager.instance.turnStateMachine.Passed = false;
  332. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.EndTurnProcess());
  333. }
  334. }
  335. }
  336. #endregion
  337. #region Minimum memory to end turn
  338. static int TurnEndMinMemory
  339. {
  340. get
  341. {
  342. int turnEndMinMemory = 1;
  343. #region the effects of players
  344. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  345. .Map(player => player.EffectList(EffectTiming.None))
  346. .Flat()
  347. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  348. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  349. #endregion
  350. #region the effects of permanents
  351. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  352. .Map(player => player.GetFieldPermanents())
  353. .Flat()
  354. .Map(permanent => permanent.EffectList(EffectTiming.None))
  355. .Flat()
  356. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  357. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  358. #endregion
  359. return turnEndMinMemory;
  360. }
  361. }
  362. #endregion
  363. #region Turn end processing
  364. public IEnumerator EndTurnProcess()
  365. {
  366. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  367. {
  368. GManager.instance.turnStateMachine.isSync = true;
  369. // yield return GManager.instance.photonWaitController.StartWait("EndTurnProcess");
  370. if (GManager.instance.turnStateMachine.Passed && GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  371. {
  372. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.PlayerID == 0)
  373. {
  374. GManager.instance.turnStateMachine.gameContext.Memory = 3;
  375. }
  376. else
  377. {
  378. GManager.instance.turnStateMachine.gameContext.Memory = -3;
  379. }
  380. yield return ContinuousController.instance.StartCoroutine(GManager.instance.memoryObject.SetMemory());
  381. }
  382. GManager.instance.turnStateMachine.Passed = true;
  383. //Effect at end of turn
  384. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.OnEndTurn));
  385. //Automatic processing check timing
  386. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  387. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  388. {
  389. GManager.instance.turnStateMachine.gameContext.TurnPhase = GameContext.phase.End;
  390. }
  391. else
  392. {
  393. GManager.instance.turnStateMachine.isSync = false;
  394. if (GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  395. {
  396. StartCoroutine(GManager.instance.turnStateMachine.SetMainPhase());
  397. }
  398. }
  399. }
  400. }
  401. #endregion
  402. #region Shrink security Digimon display
  403. public IEnumerator ShrinkSecurityDigimonDisplay()
  404. {
  405. if (!HasAwaitingActivateEffects()) yield break;
  406. if (GManager.instance.attackProcess.IsAttacking)
  407. {
  408. if (GManager.instance.attackProcess.SecurityDigimon != null)
  409. {
  410. if (GManager.instance.GetComponent<Effects>().ShowUseHandCard.gameObject.activeSelf && GManager.instance.GetComponent<Effects>().ShowUseHandCard.cardSource == GManager.instance.attackProcess.SecurityDigimon)
  411. {
  412. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().MoveToExecuteCardEffect(GManager.instance.attackProcess.SecurityDigimon));
  413. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.SecurityDigimon.Owner.brainStormObject.BrainStormCoroutine(GManager.instance.attackProcess.SecurityDigimon));
  414. }
  415. }
  416. }
  417. }
  418. #endregion
  419. #region Whether there is awaiting activate effects
  420. public bool HasAwaitingActivateEffects()
  421. {
  422. if (StackedSkillInfos.Count >= 2)
  423. {
  424. return true;
  425. }
  426. else if (StackedSkillInfos.Count == 1)
  427. {
  428. if (StackedSkillInfos[0].CardEffect.CanActivate(StackedSkillInfos[0].Hashtable))
  429. {
  430. return true;
  431. }
  432. }
  433. return false;
  434. }
  435. #endregion
  436. #region Get skillInfos
  437. public static List<SkillInfo> GetSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  438. {
  439. List<SkillInfo> skillInfos = new List<SkillInfo>();
  440. #region player effect
  441. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  442. {
  443. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  444. {
  445. if (cardEffect is ActivateICardEffect)
  446. {
  447. if (!cardEffect.IsBackgroundProcess)
  448. {
  449. if (cardEffect.CanTrigger(hashtable))
  450. {
  451. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  452. }
  453. }
  454. }
  455. }
  456. }
  457. #endregion
  458. #region Effects of permanents in play
  459. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  460. {
  461. foreach (Permanent permanent in player.GetFieldPermanents())
  462. {
  463. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  464. {
  465. if (cardEffect is ActivateICardEffect)
  466. {
  467. if (!cardEffect.IsBackgroundProcess)
  468. {
  469. if (cardEffect.CanTrigger(hashtable))
  470. {
  471. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  472. }
  473. }
  474. }
  475. }
  476. }
  477. }
  478. #endregion
  479. #region Trash card effect
  480. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  481. {
  482. foreach (CardSource cardSource in player.TrashCards)
  483. {
  484. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  485. {
  486. if (cardEffect is ActivateICardEffect)
  487. {
  488. if (!cardEffect.IsBackgroundProcess)
  489. {
  490. if (cardEffect.CanTrigger(hashtable))
  491. {
  492. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  493. }
  494. }
  495. }
  496. }
  497. }
  498. }
  499. #endregion
  500. #region Effects of cards in hand
  501. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  502. {
  503. foreach (CardSource cardSource in player.HandCards)
  504. {
  505. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  506. {
  507. if (cardEffect is ActivateICardEffect)
  508. {
  509. if (!cardEffect.IsBackgroundProcess)
  510. {
  511. if (cardEffect.CanTrigger(hashtable))
  512. {
  513. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  514. }
  515. }
  516. }
  517. }
  518. }
  519. }
  520. #endregion
  521. #region Effects of faceup security
  522. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  523. {
  524. foreach (CardSource source in player.SecurityCards)
  525. {
  526. if (source.IsFlipped)
  527. continue;
  528. foreach (ICardEffect cardEffect in source.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  529. {
  530. if (cardEffect is ActivateICardEffect)
  531. {
  532. if (!cardEffect.IsBackgroundProcess)
  533. {
  534. if (cardEffect.CanTrigger(hashtable))
  535. {
  536. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  537. }
  538. }
  539. }
  540. }
  541. }
  542. }
  543. #endregion
  544. return skillInfos;
  545. }
  546. #endregion
  547. #region Activate background effects
  548. public static IEnumerator ActivateBackgroundEffects(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  549. {
  550. #region Player effect
  551. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  552. {
  553. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  554. {
  555. if (cardEffect is ActivateICardEffect)
  556. {
  557. if (cardEffect.IsBackgroundProcess)
  558. {
  559. if (cardEffect.CanUse(hashtable))
  560. {
  561. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  562. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  563. }
  564. }
  565. }
  566. }
  567. }
  568. #endregion
  569. #region Effects of permanents in play
  570. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  571. {
  572. foreach (Permanent permanent in player.GetFieldPermanents())
  573. {
  574. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  575. {
  576. if (cardEffect is ActivateICardEffect)
  577. {
  578. if (cardEffect.IsBackgroundProcess)
  579. {
  580. if (cardEffect.CanUse(hashtable))
  581. {
  582. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  583. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  584. }
  585. }
  586. }
  587. }
  588. }
  589. }
  590. #endregion
  591. #region Trash card effect
  592. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  593. {
  594. foreach (CardSource cardSource in player.TrashCards)
  595. {
  596. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  597. {
  598. if (cardEffect is ActivateICardEffect)
  599. {
  600. if (cardEffect.IsBackgroundProcess)
  601. {
  602. if (cardEffect.CanUse(hashtable))
  603. {
  604. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  605. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  606. }
  607. }
  608. }
  609. }
  610. }
  611. }
  612. #endregion
  613. #region Effects of cards in hand
  614. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  615. {
  616. foreach (CardSource cardSource in player.HandCards)
  617. {
  618. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  619. {
  620. if (cardEffect is ActivateICardEffect)
  621. {
  622. if (cardEffect.IsBackgroundProcess)
  623. {
  624. if (cardEffect.CanUse(hashtable))
  625. {
  626. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  627. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  628. }
  629. }
  630. }
  631. }
  632. }
  633. }
  634. #endregion
  635. }
  636. #endregion
  637. #region Stack skillInfos
  638. public IEnumerator StackSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  639. {
  640. GetSkillInfos(hashtable, timing, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  641. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffects(hashtable, timing, cardEffectCondition));
  642. }
  643. #endregion
  644. #region Get skillInfos of cards
  645. public static List<SkillInfo> GetSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  646. {
  647. List<SkillInfo> skillInfos = new List<SkillInfo>();
  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.CanTrigger(hashtable))
  660. {
  661. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  662. }
  663. }
  664. }
  665. }
  666. }
  667. }
  668. #endregion
  669. return skillInfos;
  670. }
  671. #endregion
  672. #region Activate background effects of cards
  673. public static IEnumerator ActivateBackgroundEffectsOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  674. {
  675. #region Effect of card list
  676. foreach (CardSource cardSource in cardSources)
  677. {
  678. if (cardSource.PermanentOfThisCard() == null)
  679. {
  680. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  681. {
  682. if (cardEffect is ActivateICardEffect)
  683. {
  684. if (cardEffect.IsBackgroundProcess)
  685. {
  686. if (cardEffect.CanUse(hashtable))
  687. {
  688. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  689. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  690. }
  691. }
  692. }
  693. }
  694. }
  695. }
  696. #endregion
  697. }
  698. #endregion
  699. #region Stack skillInfos of cards
  700. public IEnumerator StackSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  701. {
  702. GetSkillInfosOfCards(hashtable, timing, cardSources, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  703. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffectsOfCards(hashtable, timing, cardSources, cardEffectCondition));
  704. }
  705. #endregion
  706. public ICardEffect MainProcessingEffect { get; private set; } = null;
  707. List<ICardEffect> _usedCutinEffects = new List<ICardEffect>();
  708. public IEnumerator ActivateEffectProcess(ICardEffect cardEffect, Hashtable hashtable, bool isCheckOptional = true)
  709. {
  710. if (cardEffect == null) yield break;
  711. if (!(cardEffect is ActivateICardEffect)) yield break;
  712. if (cardEffect.CanActivate(hashtable) || cardEffect.IsDeclarative)
  713. {
  714. bool isEffectProcessing = MainProcessingEffect != null;
  715. if (!isEffectProcessing)
  716. {
  717. MainProcessingEffect = cardEffect;
  718. _usedCutinEffects = new List<ICardEffect>();
  719. }
  720. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate_Optional_Effect_Execute(hashtable, isCheckOptional));
  721. if (!isEffectProcessing)
  722. {
  723. MainProcessingEffect = null;
  724. _usedCutinEffects = new List<ICardEffect>();
  725. }
  726. }
  727. }
  728. public bool IsCutInEffectHasUsed(ICardEffect cutinEffect)
  729. {
  730. return false;//TODO: General line 17 - _usedCutinEffects.Some(cardEffect => cardEffect.IsSameEffect(cutinEffect));
  731. }
  732. public bool IsCutInEffectUsedMaxCount(ICardEffect cutinEffect)
  733. {
  734. return _usedCutinEffects.Count(cardEffect => cardEffect.IsSameEffect(cutinEffect)) < cutinEffect.ChainActivations;
  735. }
  736. public void AddCutinEffect(ICardEffect cardEffect)
  737. {
  738. if (GManager.instance.autoProcessing.MainProcessingEffect != null)
  739. {
  740. _usedCutinEffects.Add(cardEffect);
  741. }
  742. }
  743. }