BT21_008.cs 6.1 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. // Elizamon
  5. namespace DCGO.CardEffects.BT21
  6. {
  7. public class BT21_008 : CEntity_Effect
  8. {
  9. public override List<ICardEffect> CardEffects(EffectTiming timing, CardSource card)
  10. {
  11. List<ICardEffect> cardEffects = new List<ICardEffect>();
  12. #region On Play
  13. if (timing == EffectTiming.OnEnterFieldAnyone)
  14. {
  15. ActivateClass activateClass = new ActivateClass();
  16. activateClass.SetUpICardEffect("Reveal top 3, Add Reptile/Dragonkin & 1 Liberator", CanUseCondition, card);
  17. activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription());
  18. cardEffects.Add(activateClass);
  19. string EffectDiscription()
  20. => "[On Play] Reveal the top 3 cards of your deck. Add 1 card with the [Reptile]/[Dragonkin] trait and 1 card with the [LIBERATOR] trait among them to the hand. Return the rest to the bottom of the deck.";
  21. bool CanUseCondition(Hashtable hashtable)
  22. {
  23. if (CardEffectCommons.IsExistOnBattleAreaDigimon(card))
  24. {
  25. if (CardEffectCommons.CanTriggerOnPlay(hashtable, card))
  26. {
  27. return true;
  28. }
  29. }
  30. return false;
  31. }
  32. bool CanActivateCondition(Hashtable hashtable)
  33. {
  34. if (CardEffectCommons.IsExistOnBattleAreaDigimon(card))
  35. {
  36. return true;
  37. }
  38. return false;
  39. }
  40. bool CanSelectCardCondition(CardSource cardSource, int searchOption)
  41. {
  42. if (searchOption == 1)
  43. {
  44. if (cardSource.EqualsTraits("Reptile"))
  45. {
  46. return true;
  47. }
  48. if (cardSource.EqualsTraits("Dragonkin"))
  49. {
  50. return true;
  51. }
  52. }
  53. if (searchOption == 2)
  54. {
  55. if (cardSource.EqualsTraits("LIBERATOR"))
  56. {
  57. return true;
  58. }
  59. }
  60. return false;
  61. }
  62. IEnumerator ActivateCoroutine(Hashtable hashtable)
  63. {
  64. yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.SimplifiedRevealDeckTopCardsAndSelect(
  65. revealCount: 3,
  66. simplifiedSelectCardConditions:
  67. new SimplifiedSelectCardConditionClass[]
  68. {
  69. new SimplifiedSelectCardConditionClass(
  70. canTargetCondition: cardsource => CanSelectCardCondition(cardsource, 1),
  71. message: "Select 1 card with [Reptile] or [Dragonkin] in its traits.",
  72. mode: SelectCardEffect.Mode.AddHand,
  73. maxCount: 1,
  74. selectCardCoroutine: null),
  75. new SimplifiedSelectCardConditionClass(
  76. canTargetCondition: cardsource => CanSelectCardCondition(cardsource, 2),
  77. message: "Select 1 card with [LIBERATOR] in its traits.",
  78. mode: SelectCardEffect.Mode.AddHand,
  79. maxCount: 1,
  80. selectCardCoroutine: null),
  81. },
  82. remainingCardsPlace: RemainingCardsPlace.DeckBottom,
  83. activateClass: activateClass
  84. ));
  85. }
  86. }
  87. #endregion
  88. #region Your Turn (ESS)
  89. if (timing == EffectTiming.OnLoseSecurity)
  90. {
  91. ActivateClass activateClass = new ActivateClass();
  92. activateClass.SetUpICardEffect("Gain 1 memory", CanUseCondition, card);
  93. activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDiscription());
  94. activateClass.SetIsInheritedEffect(true);
  95. activateClass.SetHashString("GainMemory_BT21_008");
  96. cardEffects.Add(activateClass);
  97. string EffectDiscription()
  98. => "[Your Turn] [Once Per Turn] When your opponent's security stack is removed from, gain 1 memory.";
  99. bool CanUseCondition(Hashtable hashtable)
  100. {
  101. if (CardEffectCommons.IsExistOnBattleAreaDigimon(card))
  102. {
  103. if (CardEffectCommons.CanTriggerWhenLoseSecurity(hashtable, PlayerCondition))
  104. {
  105. if (CardEffectCommons.IsOwnerTurn(card))
  106. {
  107. return true;
  108. }
  109. }
  110. }
  111. return false;
  112. }
  113. bool CanActivateCondition(Hashtable hashtable)
  114. {
  115. if (CardEffectCommons.IsExistOnBattleAreaDigimon(card))
  116. {
  117. return true;
  118. }
  119. return false;
  120. }
  121. bool PlayerCondition(Player player)
  122. {
  123. if (player == card.Owner.Enemy)
  124. {
  125. return true;
  126. }
  127. return false;
  128. }
  129. IEnumerator ActivateCoroutine(Hashtable hashtable)
  130. {
  131. yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(1, activateClass));
  132. }
  133. }
  134. #endregion
  135. return cardEffects;
  136. }
  137. }
  138. }