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. GManager.instance.turnStateMachine.isSync = true;
  110. //Rule processing
  111. yield return ContinuousController.instance.StartCoroutine(RuleProcess());
  112. //Rule Timing
  113. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.RulesTiming));
  114. //Trigger effect processing
  115. yield return ContinuousController.instance.StartCoroutine(TriggeredSkillProcess(false, null));
  116. GManager.instance.turnStateMachine.IsSelecting = false;
  117. GManager.instance.turnStateMachine.isSync = false;
  118. }
  119. #endregion
  120. #region Rule processing
  121. public bool IsRuleProcessing { get; set; } = false;
  122. bool IsNotDigimonInBreeding(Permanent permanent)
  123. {
  124. if (permanent != null)
  125. {
  126. if (permanent.TopCard != null)
  127. {
  128. if (CardEffectCommons.IsExistOnBreedingArea(permanent.TopCard))
  129. {
  130. if (!permanent.IsDigimon)
  131. {
  132. return true;
  133. }
  134. }
  135. }
  136. }
  137. return false;
  138. }
  139. bool IsNotHavingDP(Permanent permanent)
  140. {
  141. if (permanent != null)
  142. {
  143. if (permanent.TopCard != null)
  144. {
  145. if (permanent.DP < 0)
  146. {
  147. if (permanent.IsPlaceToTrashDueToNotHavingDP)
  148. {
  149. if (permanent.IsDigimon)
  150. {
  151. return true;
  152. }
  153. if (permanent.TopCard.IsOption)
  154. {
  155. if (!permanent.IsPlayedOptionPermanent)
  156. {
  157. return true;
  158. }
  159. }
  160. }
  161. }
  162. }
  163. }
  164. return false;
  165. }
  166. bool IsDigimonLackDP(Permanent permanent)
  167. {
  168. if (permanent != null)
  169. {
  170. if (permanent.TopCard != null)
  171. {
  172. if (permanent.DP == 0)
  173. {
  174. if (permanent.IsDigimon)
  175. {
  176. if (permanent.CanBeDestroyed())
  177. {
  178. return true;
  179. }
  180. }
  181. }
  182. }
  183. }
  184. return false;
  185. }
  186. bool IsAttackerNotADigimon()
  187. {
  188. if (!GManager.instance.attackProcess.IsAttacking)
  189. return false;
  190. if (GManager.instance.attackProcess.AttackingPermanent != null)
  191. {
  192. if (!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
  193. return true;
  194. //if (GManager.instance.attackProcess.HasDefender && GManager.instance.attackProcess.DefendingPermanent == null)
  195. // return true;
  196. }
  197. return false;
  198. }
  199. bool IsDigimonLackLinkCondition(Permanent permanent)
  200. {
  201. if (permanent != null)
  202. {
  203. if (permanent.TopCard != null)
  204. {
  205. if (permanent.LinkedCards.Any(source => !source.CanLinkToTargetPermanent(permanent, false, true)))
  206. {
  207. return true;
  208. }
  209. }
  210. }
  211. return false;
  212. }
  213. bool IsDigimonLackLinkCount(Permanent permanent)
  214. {
  215. if (permanent != null)
  216. {
  217. if (permanent.TopCard != null)
  218. {
  219. if (permanent.LinkedCards.Count > permanent.LinkedMax)
  220. {
  221. return true;
  222. }
  223. }
  224. }
  225. return false;
  226. }
  227. bool IsPermanentFaceDown(Permanent permanent)
  228. {
  229. if (permanent != null)
  230. {
  231. if (permanent.TopCard != null)
  232. {
  233. if (permanent.TopCard.IsFlipped)
  234. {
  235. return true;
  236. }
  237. }
  238. }
  239. return false;
  240. }
  241. public IEnumerator RuleProcess()
  242. {
  243. while (DoRuleProcess())
  244. {
  245. IsRuleProcessing = true;
  246. //敗北処理
  247. yield return ContinuousController.instance.StartCoroutine(EndGameProcess());
  248. if (GManager.instance.turnStateMachine.endGame) yield break;
  249. //Trash Non Digimon from Breeding
  250. yield return ContinuousController.instance.StartCoroutine(TrashNonDigimonPermanentProcess());
  251. //DPを持たないカードをトラッシュする処理
  252. yield return ContinuousController.instance.StartCoroutine(TrashNoDPPermanentProcess());
  253. //DP不足処理
  254. yield return ContinuousController.instance.StartCoroutine(DigimonLackDPProcess());
  255. //Battle as Tamer
  256. yield return ContinuousController.instance.StartCoroutine(BattleWithoutDigimon());
  257. //Link Lacking condition
  258. yield return ContinuousController.instance.StartCoroutine(DigimonLackLinkConditionProcess());
  259. //Add link count correction
  260. yield return ContinuousController.instance.StartCoroutine(DigimonLackLinkMaxCountProcess());
  261. //Permanent Face Down
  262. yield return ContinuousController.instance.StartCoroutine(CardFaceDownProcess());
  263. IsRuleProcessing = false;
  264. }
  265. }
  266. #region Whether rule processing needs to be done
  267. bool DoRuleProcess()
  268. {
  269. if (IsRuleProcessing) return false;
  270. #region Whether it is necessary to perform game end processing
  271. if (GManager.instance.turnStateMachine.gameContext.Players.Count(player => player.IsLose) >= 1)
  272. {
  273. return true;
  274. }
  275. #endregion
  276. #region Is it necessary to discard cards in breeding?
  277. if (CardEffectCommons.HasMatchConditionPermanent(IsNotDigimonInBreeding, true))
  278. {
  279. return true;
  280. }
  281. #endregion
  282. #region Is it necessary to discard cards without DP?
  283. if (CardEffectCommons.HasMatchConditionPermanent(IsNotHavingDP))
  284. {
  285. return true;
  286. }
  287. #endregion
  288. #region Is it necessary to deal with Digimon's DP shortage?
  289. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackDP))
  290. {
  291. return true;
  292. }
  293. #endregion
  294. #region Is it necessary to deal with Battle Without Digimon?
  295. if (IsAttackerNotADigimon())
  296. {
  297. //return true;
  298. }
  299. #endregion
  300. #region Is it necessary to deal with Digimon's Link Cards?
  301. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackLinkCondition, true))
  302. {
  303. return true;
  304. }
  305. #endregion
  306. #region Is it necessary to deal with Digimon's Link Count?
  307. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackLinkCount, true))
  308. {
  309. return true;
  310. }
  311. #endregion
  312. #region Is it necessary to deal with card being face down?
  313. if (CardEffectCommons.HasMatchConditionPermanent(IsPermanentFaceDown, true))
  314. {
  315. return true;
  316. }
  317. #endregion
  318. return false;
  319. }
  320. #endregion
  321. #region Each rule processing
  322. #region Game end processing
  323. IEnumerator EndGameProcess()
  324. {
  325. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players)
  326. {
  327. if (player.IsLose)
  328. {
  329. if (!player.Enemy.IsLose)
  330. {
  331. GManager.instance.turnStateMachine.EndGame(player.Enemy, false);
  332. }
  333. else
  334. {
  335. GManager.instance.turnStateMachine.EndGame(null, false);
  336. }
  337. yield break;
  338. }
  339. }
  340. }
  341. #endregion
  342. #region Process of trashing cards in Breeding
  343. IEnumerator TrashNonDigimonPermanentProcess()
  344. {
  345. List<Permanent> BreedingPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  346. .Map(player => player.GetBreedingAreaPermanents()
  347. .Filter(IsNotDigimonInBreeding)).Flat();
  348. if (BreedingPermanents.Count >= 1)
  349. {
  350. foreach (Permanent permanent in BreedingPermanents)
  351. {
  352. if (permanent != null)
  353. {
  354. if (permanent.TopCard != null)
  355. {
  356. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  357. CardSource cardSource = permanent.TopCard;
  358. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  359. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  360. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  361. }
  362. }
  363. }
  364. }
  365. }
  366. #endregion
  367. #region Process of trashing cards without DP
  368. IEnumerator TrashNoDPPermanentProcess()
  369. {
  370. List<Permanent> DigitamaPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  371. .Map(player => player.GetBattleAreaPermanents()
  372. .Filter(IsNotHavingDP)).Flat();
  373. if (DigitamaPermanents.Count >= 1)
  374. {
  375. foreach (Permanent permanent in DigitamaPermanents)
  376. {
  377. if (permanent != null)
  378. {
  379. if (permanent.TopCard != null)
  380. {
  381. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  382. CardSource cardSource = permanent.TopCard;
  383. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  384. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  385. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  386. }
  387. }
  388. }
  389. }
  390. }
  391. #endregion
  392. #region Digimon DP shortage handling
  393. IEnumerator DigimonLackDPProcess()
  394. {
  395. List<Permanent> LackPowerPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  396. .Map(player => player.GetBattleAreaPermanents()
  397. .Filter(IsDigimonLackDP)).Flat();
  398. if (LackPowerPermanents.Count >= 1)
  399. {
  400. Hashtable hashtable = new Hashtable()
  401. {
  402. { "DPZero", true }
  403. };
  404. yield return ContinuousController.instance.StartCoroutine(new DestroyPermanentsClass(LackPowerPermanents, hashtable).Destroy());
  405. }
  406. }
  407. #endregion
  408. #region Battle Concerning Tamer
  409. IEnumerator BattleWithoutDigimon()
  410. {
  411. if(GManager.instance.attackProcess.AttackingPermanent == null)
  412. yield break;
  413. if(!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
  414. GManager.instance.attackProcess.IsEndAttack = true;
  415. if(GManager.instance.attackProcess.DefendingPermanent == null && GManager.instance.attackProcess.HasDefender)
  416. GManager.instance.attackProcess.IsEndAttack = true;
  417. }
  418. #endregion
  419. #region Link Card Lacking conditions handling
  420. IEnumerator DigimonLackLinkConditionProcess()
  421. {
  422. List<Permanent> LackLinkConditionPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  423. .Map(player => player.GetFieldPermanents()
  424. .Filter(IsDigimonLackLinkCondition)).Flat();
  425. if (LackLinkConditionPermanents.Count >= 1)
  426. {
  427. foreach(Permanent permanent in LackLinkConditionPermanents)
  428. {
  429. List<CardSource> selectedCards = permanent.LinkedCards.FindAll(source => !source.CanLinkToTargetPermanent(permanent, false));
  430. yield return ContinuousController.instance.StartCoroutine(new ITrashLinkCards(
  431. permanent,
  432. selectedCards,
  433. null).TrashLinkCards());
  434. }
  435. }
  436. }
  437. #endregion
  438. #region Link Card Lacking Max Count handling
  439. IEnumerator DigimonLackLinkMaxCountProcess()
  440. {
  441. List<Permanent> LackLinkCountPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  442. .Map(player => player.GetFieldPermanents()
  443. .Filter(IsDigimonLackLinkCount)).Flat();
  444. if (LackLinkCountPermanents.Count >= 1)
  445. {
  446. foreach (Permanent permanent in LackLinkCountPermanents)
  447. {
  448. yield return ContinuousController.instance.StartCoroutine(permanent.RemoveLinkedCard(null, (permanent.LinkedCards.Count - permanent.LinkedMax)));
  449. }
  450. }
  451. }
  452. #endregion
  453. #region Process of trashing cards that are face down
  454. IEnumerator CardFaceDownProcess()
  455. {
  456. List<Permanent> FacedownPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  457. .Map(player => player.GetBattleAreaPermanents()
  458. .Filter(IsPermanentFaceDown)).Flat();
  459. foreach (Permanent permanent in FacedownPermanents)
  460. {
  461. if (permanent != null)
  462. {
  463. if (permanent.TopCard != null)
  464. {
  465. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  466. CardSource cardSource = permanent.TopCard;
  467. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  468. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  469. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  470. }
  471. }
  472. }
  473. }
  474. #endregion
  475. #endregion
  476. #endregion
  477. #region Trigger effect processing
  478. public IEnumerator TriggeredSkillProcess(bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
  479. {
  480. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  481. if (StackedSkillInfos.Count > 0)
  482. {
  483. List<SkillInfo> skillInfos = StackedSkillInfos.Filter(skillInfo => skillInfo != null && !skipSkillInfos.Contains(skillInfo));
  484. if (skillInfos.Count >= 1)
  485. {
  486. //Clear the list of triggering skills not included in the resolution timing
  487. foreach (SkillInfo skillInfo in skillInfos)
  488. {
  489. StackedSkillInfos.Remove(skillInfo);
  490. }
  491. //Process the list of skills being triggered
  492. if (availableMultipleSkills != null)
  493. {
  494. yield return ContinuousController.instance.StartCoroutine(availableMultipleSkills.ActivateMultipleSkills(
  495. skillInfos,
  496. this,
  497. CheckNewTriggredSkill_mainStack,
  498. skipCondition));
  499. }
  500. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.AfterEffectsActivate));
  501. }
  502. }
  503. }
  504. #endregion
  505. #region List of effects already achieved
  506. public List<SkillInfo> skillInfos_used
  507. {
  508. get
  509. {
  510. List<SkillInfo> skillInfos_used = new List<SkillInfo>();
  511. foreach (MultipleSkills multipleSkills in multipleSkills)
  512. {
  513. foreach (SkillInfo skillInfo in multipleSkills.SkillInfos_used)
  514. {
  515. skillInfos_used.Add(skillInfo);
  516. }
  517. }
  518. return skillInfos_used;
  519. }
  520. }
  521. #endregion
  522. #region The same effect has already been achieved
  523. public static bool HasExecutedSameEffect(List<SkillInfo> skillInfos, SkillInfo skillInfo)
  524. {
  525. return skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  526. }
  527. #endregion
  528. #region Check end of turn
  529. public IEnumerator EndTurnCheck()
  530. {
  531. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End && !GManager.instance.attackProcess.ActiveAttack())
  532. {
  533. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  534. {
  535. GManager.instance.turnStateMachine.Passed = false;
  536. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.EndTurnProcess());
  537. }
  538. }
  539. }
  540. #endregion
  541. #region Minimum memory to end turn
  542. static int TurnEndMinMemory
  543. {
  544. get
  545. {
  546. int turnEndMinMemory = 1;
  547. #region the effects of players
  548. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  549. .Map(player => player.EffectList(EffectTiming.None))
  550. .Flat()
  551. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  552. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  553. #endregion
  554. #region the effects of permanents
  555. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  556. .Map(player => player.GetFieldPermanents())
  557. .Flat()
  558. .Map(permanent => permanent.EffectList(EffectTiming.None))
  559. .Flat()
  560. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  561. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  562. #endregion
  563. return turnEndMinMemory;
  564. }
  565. }
  566. #endregion
  567. #region Turn end processing
  568. public IEnumerator EndTurnProcess()
  569. {
  570. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  571. {
  572. GManager.instance.turnStateMachine.isSync = true;
  573. // yield return GManager.instance.photonWaitController.StartWait("EndTurnProcess");
  574. if (GManager.instance.turnStateMachine.Passed && GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  575. {
  576. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.PlayerID == 0)
  577. {
  578. GManager.instance.turnStateMachine.gameContext.Memory = 3;
  579. }
  580. else
  581. {
  582. GManager.instance.turnStateMachine.gameContext.Memory = -3;
  583. }
  584. yield return ContinuousController.instance.StartCoroutine(GManager.instance.memoryObject.SetMemory());
  585. }
  586. GManager.instance.turnStateMachine.Passed = true;
  587. //Effect at end of turn
  588. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.OnEndTurn));
  589. //Automatic processing check timing
  590. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  591. //Handle attack steps
  592. while (GManager.instance.attackProcess.ActiveAttack())
  593. {
  594. Debug.Log($"Active Attack, {Enum.GetName(typeof(AttackProcess.AttackState),GManager.instance.attackProcess.State)} Step");
  595. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.ProcessNextState());
  596. //自動処理チェックタイミング
  597. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  598. }
  599. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  600. {
  601. GManager.instance.turnStateMachine.gameContext.TurnPhase = GameContext.phase.End;
  602. }
  603. else
  604. {
  605. GManager.instance.turnStateMachine.isSync = false;
  606. if (GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  607. {
  608. StartCoroutine(GManager.instance.turnStateMachine.SetMainPhase());
  609. }
  610. }
  611. }
  612. }
  613. #endregion
  614. #region Shrink security Digimon display
  615. public IEnumerator ShrinkSecurityDigimonDisplay()
  616. {
  617. if (!HasAwaitingActivateEffects()) yield break;
  618. if (GManager.instance.attackProcess.IsAttacking)
  619. {
  620. if (GManager.instance.attackProcess.SecurityDigimon != null)
  621. {
  622. if (GManager.instance.GetComponent<Effects>().ShowUseHandCard.gameObject.activeSelf && GManager.instance.GetComponent<Effects>().ShowUseHandCard.cardSource == GManager.instance.attackProcess.SecurityDigimon)
  623. {
  624. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().MoveToExecuteCardEffect(GManager.instance.attackProcess.SecurityDigimon));
  625. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.SecurityDigimon.Owner.brainStormObject.BrainStormCoroutine(GManager.instance.attackProcess.SecurityDigimon));
  626. }
  627. }
  628. }
  629. }
  630. #endregion
  631. #region Whether there is awaiting activate effects
  632. public bool HasAwaitingActivateEffects()
  633. {
  634. if (StackedSkillInfos.Count >= 2)
  635. {
  636. return true;
  637. }
  638. else if (StackedSkillInfos.Count == 1)
  639. {
  640. if (StackedSkillInfos[0].CardEffect.CanActivate(StackedSkillInfos[0].Hashtable))
  641. {
  642. return true;
  643. }
  644. }
  645. return false;
  646. }
  647. #endregion
  648. #region Get skillInfos
  649. public static List<SkillInfo> GetSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  650. {
  651. List<SkillInfo> skillInfos = new List<SkillInfo>();
  652. #region player effect
  653. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  654. {
  655. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  656. {
  657. if (cardEffect is ActivateICardEffect)
  658. {
  659. if (!cardEffect.IsBackgroundProcess)
  660. {
  661. if (cardEffect.CanTrigger(hashtable))
  662. {
  663. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  664. }
  665. }
  666. }
  667. }
  668. }
  669. #endregion
  670. #region Effects of permanents in play
  671. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  672. {
  673. foreach (Permanent permanent in player.GetFieldPermanents())
  674. {
  675. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  676. {
  677. if (cardEffect is ActivateICardEffect)
  678. {
  679. if (!cardEffect.IsBackgroundProcess)
  680. {
  681. if (cardEffect.CanTrigger(hashtable))
  682. {
  683. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  684. }
  685. }
  686. }
  687. }
  688. }
  689. }
  690. #endregion
  691. #region Trash card effect
  692. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  693. {
  694. foreach (CardSource cardSource in player.TrashCards)
  695. {
  696. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  697. {
  698. if (cardEffect is ActivateICardEffect)
  699. {
  700. if (!cardEffect.IsBackgroundProcess)
  701. {
  702. if (cardEffect.CanTrigger(hashtable))
  703. {
  704. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  705. }
  706. }
  707. }
  708. }
  709. }
  710. }
  711. #endregion
  712. #region Effects of cards in hand
  713. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  714. {
  715. foreach (CardSource cardSource in player.HandCards)
  716. {
  717. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  718. {
  719. if (cardEffect is ActivateICardEffect)
  720. {
  721. if (!cardEffect.IsBackgroundProcess)
  722. {
  723. if (cardEffect.CanTrigger(hashtable))
  724. {
  725. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  726. }
  727. }
  728. }
  729. }
  730. }
  731. }
  732. #endregion
  733. #region Effects of faceup security
  734. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  735. {
  736. foreach (CardSource source in player.SecurityCards)
  737. {
  738. if (source.IsFlipped)
  739. continue;
  740. foreach (ICardEffect cardEffect in source.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  741. {
  742. if (cardEffect is ActivateICardEffect)
  743. {
  744. if (!cardEffect.IsBackgroundProcess)
  745. {
  746. if (cardEffect.CanTrigger(hashtable))
  747. {
  748. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  749. }
  750. }
  751. }
  752. }
  753. }
  754. }
  755. #endregion
  756. return skillInfos;
  757. }
  758. #endregion
  759. #region Activate background effects
  760. public static IEnumerator ActivateBackgroundEffects(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  761. {
  762. #region Player effect
  763. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  764. {
  765. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  766. {
  767. if (cardEffect is ActivateICardEffect)
  768. {
  769. if (cardEffect.IsBackgroundProcess)
  770. {
  771. if (cardEffect.CanUse(hashtable))
  772. {
  773. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  774. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  775. }
  776. }
  777. }
  778. }
  779. }
  780. #endregion
  781. #region Effects of permanents in play
  782. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  783. {
  784. foreach (Permanent permanent in player.GetFieldPermanents())
  785. {
  786. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  787. {
  788. if (cardEffect is ActivateICardEffect)
  789. {
  790. if (cardEffect.IsBackgroundProcess)
  791. {
  792. if (cardEffect.CanUse(hashtable))
  793. {
  794. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  795. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  796. }
  797. }
  798. }
  799. }
  800. }
  801. }
  802. #endregion
  803. #region Trash card effect
  804. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  805. {
  806. foreach (CardSource cardSource in player.TrashCards)
  807. {
  808. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  809. {
  810. if (cardEffect is ActivateICardEffect)
  811. {
  812. if (cardEffect.IsBackgroundProcess)
  813. {
  814. if (cardEffect.CanUse(hashtable))
  815. {
  816. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  817. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  818. }
  819. }
  820. }
  821. }
  822. }
  823. }
  824. #endregion
  825. #region Effects of cards in hand
  826. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  827. {
  828. foreach (CardSource cardSource in player.HandCards)
  829. {
  830. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  831. {
  832. if (cardEffect is ActivateICardEffect)
  833. {
  834. if (cardEffect.IsBackgroundProcess)
  835. {
  836. if (cardEffect.CanUse(hashtable))
  837. {
  838. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  839. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  840. }
  841. }
  842. }
  843. }
  844. }
  845. }
  846. #endregion
  847. }
  848. #endregion
  849. #region Stack skillInfos
  850. public IEnumerator StackSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  851. {
  852. GetSkillInfos(hashtable, timing, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  853. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffects(hashtable, timing, cardEffectCondition));
  854. }
  855. #endregion
  856. #region Get skillInfos of cards
  857. public static List<SkillInfo> GetSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  858. {
  859. List<SkillInfo> skillInfos = new List<SkillInfo>();
  860. #region カードリストの効果
  861. foreach (CardSource cardSource in cardSources)
  862. {
  863. if (cardSource.PermanentOfThisCard() == null)
  864. {
  865. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  866. {
  867. if (cardEffect is ActivateICardEffect)
  868. {
  869. if (!cardEffect.IsBackgroundProcess)
  870. {
  871. if (cardEffect.CanTrigger(hashtable))
  872. {
  873. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  874. }
  875. }
  876. }
  877. }
  878. }
  879. }
  880. #endregion
  881. return skillInfos;
  882. }
  883. #endregion
  884. #region Activate background effects of cards
  885. public static IEnumerator ActivateBackgroundEffectsOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  886. {
  887. #region Effect of card list
  888. foreach (CardSource cardSource in cardSources)
  889. {
  890. if (cardSource.PermanentOfThisCard() == null)
  891. {
  892. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  893. {
  894. if (cardEffect is ActivateICardEffect)
  895. {
  896. if (cardEffect.IsBackgroundProcess)
  897. {
  898. if (cardEffect.CanUse(hashtable))
  899. {
  900. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  901. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  902. }
  903. }
  904. }
  905. }
  906. }
  907. }
  908. #endregion
  909. }
  910. #endregion
  911. #region Stack skillInfos of cards
  912. public IEnumerator StackSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  913. {
  914. GetSkillInfosOfCards(hashtable, timing, cardSources, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  915. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffectsOfCards(hashtable, timing, cardSources, cardEffectCondition));
  916. }
  917. #endregion
  918. public ICardEffect MainProcessingEffect { get; private set; } = null;
  919. List<ICardEffect> _usedCutinEffects = new List<ICardEffect>();
  920. public IEnumerator ActivateEffectProcess(ICardEffect cardEffect, Hashtable hashtable, bool isCheckOptional = true)
  921. {
  922. if (cardEffect == null) yield break;
  923. if (!(cardEffect is ActivateICardEffect)) yield break;
  924. if (cardEffect.CanActivate(hashtable) || cardEffect.IsDeclarative)
  925. {
  926. bool isEffectProcessing = MainProcessingEffect != null;
  927. if (!isEffectProcessing)
  928. {
  929. MainProcessingEffect = cardEffect;
  930. _usedCutinEffects = new List<ICardEffect>();
  931. }
  932. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate_Optional_Effect_Execute(hashtable, isCheckOptional));
  933. if (!isEffectProcessing)
  934. {
  935. MainProcessingEffect = null;
  936. _usedCutinEffects = new List<ICardEffect>();
  937. }
  938. }
  939. }
  940. public bool IsCutInEffectHasUsed(ICardEffect cutinEffect)
  941. {
  942. return false;//TODO: General line 17 - _usedCutinEffects.Some(cardEffect => cardEffect.IsSameEffect(cutinEffect));
  943. }
  944. public bool IsCutInEffectUsedMaxCount(ICardEffect cutinEffect)
  945. {
  946. return _usedCutinEffects.Count(cardEffect => cardEffect.IsSameEffect(cutinEffect)) < cutinEffect.ChainActivations;
  947. }
  948. public void AddCutinEffect(ICardEffect cardEffect)
  949. {
  950. if (GManager.instance.autoProcessing.MainProcessingEffect != null)
  951. {
  952. _usedCutinEffects.Add(cardEffect);
  953. }
  954. }
  955. }