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- using System;
- using System.Collections;
- using System.Collections.Generic;
- // Elecmon
- namespace DCGO.CardEffects.BT24
- {
- public class BT24_031 : CEntity_Effect
- {
- public override List<ICardEffect> CardEffects(EffectTiming timing, CardSource card)
- {
- List<ICardEffect> cardEffects = new List<ICardEffect>();
- #region Alternate Digivolution
- if (timing == EffectTiming.None)
- {
- bool PermanentCondition(Permanent targetPermanent)
- {
- return targetPermanent.TopCard.EqualsTraits("TS")
- && targetPermanent.TopCard.IsLevel2;
- }
- cardEffects.Add(CardEffectFactory.AddSelfDigivolutionRequirementStaticEffect(permanentCondition: PermanentCondition, digivolutionCost: 0, ignoreDigivolutionRequirement: false, card: card, condition: null));
- }
- #endregion
- #region On Play
- if (timing == EffectTiming.OnEnterFieldAnyone)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("Reveal 3, Add 1 [Iliad] trait, and 1 [TS] trait", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDescription());
- cardEffects.Add(activateClass);
- string EffectDescription()
- {
- return "[On Play] Reveal the top 3 cards of your deck. Add 1 card with the [Iliad] trait and 1 card with [TS] trait among them to the hand. Return the rest to the bottom of the deck.";
- }
- bool HasIliad(CardSource source)
- {
- return source.EqualsTraits("Iliad");
- }
- bool HasTS(CardSource source)
- {
- return source.EqualsTraits("TS");
- }
- bool CanUseCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanTriggerOnPlay(hashtable, card)
- && CardEffectCommons.IsExistOnBattleAreaDigimon(card);
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- return CardEffectCommons.IsExistOnBattleAreaDigimon(card);
- }
- IEnumerator ActivateCoroutine(Hashtable hashtable)
- {
- if (card.Owner.LibraryCards.Count > 0)
- {
- yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.SimplifiedRevealDeckTopCardsAndSelect(
- revealCount: 3,
- simplifiedSelectCardConditions:
- new SimplifiedSelectCardConditionClass[]
- {
- new SimplifiedSelectCardConditionClass(
- canTargetCondition:HasIliad,
- message: "Select 1 [Iliad] trait card.",
- mode: SelectCardEffect.Mode.AddHand,
- maxCount: 1,
- selectCardCoroutine: null),
- new SimplifiedSelectCardConditionClass(
- canTargetCondition:HasTS,
- message: "Select 1 [TS] trait card.",
- mode: SelectCardEffect.Mode.AddHand,
- maxCount: 1,
- selectCardCoroutine: null),
- },
- remainingCardsPlace: RemainingCardsPlace.DeckBottom,
- activateClass: activateClass
- ));
- }
- }
- }
- #endregion
- #region When Attacking - Inherited
- if (timing == EffectTiming.OnAllyAttack)
- {
- ActivateClass activateClass = new ActivateClass();
- activateClass.SetUpICardEffect("May add 1 sec card to hand, if at 0 <Recovery +1>.", CanUseCondition, card);
- activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDescription());
- activateClass.SetHashString("BT24_031_Inherited");
- activateClass.SetIsInheritedEffect(true);
- cardEffects.Add(activateClass);
- string EffectDescription()
- {
- return "[When Attacking] [Once Per Turn] You may add your top security card to the hand. Then, if you have 0 security cards, <Recovery +1 (Deck)>.";
- }
- bool CanUseCondition(Hashtable hashtable)
- {
- return CardEffectCommons.CanTriggerOnAttack(hashtable, card)
- && CardEffectCommons.IsExistOnBattleAreaDigimon(card);
- }
- bool CanActivateCondition(Hashtable hashtable)
- {
- return CardEffectCommons.IsExistOnBattleAreaDigimon(card);
- }
- IEnumerator ActivateCoroutine(Hashtable _hashtable)
- {
- if (card.Owner.SecurityCards.Count > 0)
- {
- List<SelectionElement<bool>> selectionElements = new List<SelectionElement<bool>>()
- {
- new SelectionElement<bool>(message: $"Add to hand", value : true, spriteIndex: 0),
- new SelectionElement<bool>(message: $"Not add to hand", value : false, spriteIndex: 1),
- };
- string selectPlayerMessage = "Will you add the card to hand?";
- string notSelectPlayerMessage = "The opponent is choosing whether to add the card to hand.";
- GManager.instance.userSelectionManager.SetBoolSelection(selectionElements: selectionElements, selectPlayer: card.Owner, selectPlayerMessage: selectPlayerMessage, notSelectPlayerMessage: notSelectPlayerMessage);
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.userSelectionManager.WaitForEndSelect());
- bool addHand = GManager.instance.userSelectionManager.SelectedBoolValue;
- if (addHand)
- {
- CardSource topCard = card.Owner.SecurityCards[0];
- yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddHandCards(new List<CardSource>() { topCard }, false, activateClass));
- yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity(
- player: card.Owner,
- refSkillInfos: ref ContinuousController.instance.nullSkillInfos,
- activateClass).ReduceSecurity());
- }
- }
- if (card.Owner.SecurityCards.Count == 0)
- yield return ContinuousController.instance.StartCoroutine(new IRecovery(card.Owner, 1, activateClass).Recovery());
- }
- }
- #endregion
- return cardEffects;
- }
- }
- }
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