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- using Photon.Pun;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- public class AutoProcessing : MonoBehaviourPunCallbacks
- {
- //Skill list before triggering and entering resolution timing
- public List<SkillInfo> StackedSkillInfos { get; set; } = new List<SkillInfo>();
- //Skill Processing Component List
- public List<MultipleSkills> multipleSkills = new List<MultipleSkills>();
- [SerializeField] bool SkipSameEffect;
- public List<SkillInfo> skipSkillInfos = new List<SkillInfo>();
- #region Available Skill Processing Component
- public MultipleSkills availableMultipleSkills
- {
- get
- {
- foreach (MultipleSkills _multipleSkills in multipleSkills)
- {
- if (!_multipleSkills.IsUsing)
- {
- return _multipleSkills;
- }
- }
- return null;
- }
- }
- #endregion
- #region Stack during effect processing
- public MultipleSkills executingMultipleSkills
- {
- get
- {
- for (int i = 0; i < multipleSkills.Count; i++)
- {
- if (multipleSkills[multipleSkills.Count - 1 - i].IsUsing)
- {
- return multipleSkills[multipleSkills.Count - 1 - i];
- }
- }
- return null;
- }
- }
- #endregion
- #region put the effect on the stack
- public void PutStackedSkill(SkillInfo skillInfo)
- {
- if (skillInfo == null) return;
- if (skillInfo.CardEffect == null) return;
- if (skillInfo.CardEffect.EffectSourceCard == null) return;
- if (!(skillInfo.CardEffect is ActivateICardEffect)) return;
- CardSource card = skillInfo.CardEffect.EffectSourceCard;
- Permanent permanent = card.PermanentOfThisCard();
- #region set the flag whether it is Digimon's effect
- if (permanent != null)
- {
- if (permanent.IsDigimon)
- {
- skillInfo.CardEffect.SetIsDigimonEffect(true);
- }
- }
- if (card == GManager.instance.attackProcess.SecurityDigimon)
- {
- skillInfo.CardEffect.SetIsDigimonEffect(true);
- }
- #endregion
- #region set the flag whether it is Tamer's effect
- if (permanent != null)
- {
- if (permanent.IsTamer)
- {
- skillInfo.CardEffect.SetIsTamerEffect(true);
- }
- }
- else if (card.IsTamer)
- {
- skillInfo.CardEffect.SetIsTamerEffect(true);
- }
- #endregion
- #region set permanent and topCard when triggered
- ((ActivateICardEffect)skillInfo.CardEffect).PermanentWhenTriggered = permanent;
- if (permanent != null)
- {
- ((ActivateICardEffect)skillInfo.CardEffect).TopCardWhenTriggered = permanent.TopCard;
- }
- #endregion
- StackedSkillInfos.Add(skillInfo);
- }
- #endregion
- #region Automated processing checks
- public IEnumerator AutoProcessCheck()
- {
- if (!GManager.instance.turnStateMachine.DoneStartGame) yield break;
- yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
- GManager.instance.turnStateMachine.IsSelecting = true;
- GManager.instance.turnStateMachine.isSync = true;
- //Rule processing
- yield return ContinuousController.instance.StartCoroutine(RuleProcess());
- //Rule Timing
- yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.RulesTiming));
- //Trigger effect processing
- yield return ContinuousController.instance.StartCoroutine(TriggeredSkillProcess(false, null));
- GManager.instance.turnStateMachine.IsSelecting = false;
- GManager.instance.turnStateMachine.isSync = false;
- }
- #endregion
- #region Rule processing
- public bool IsRuleProcessing { get; set; } = false;
- bool IsNotDigimonInBreeding(Permanent permanent)
- {
- if (permanent != null)
- {
- if (permanent.TopCard != null)
- {
- if (CardEffectCommons.IsExistOnBreedingArea(permanent.TopCard))
- {
- if (!permanent.IsDigimon)
- {
- return true;
- }
- }
- }
- }
- return false;
- }
- bool IsNotHavingDP(Permanent permanent)
- {
- if (permanent != null)
- {
- if (permanent.TopCard != null)
- {
- if (permanent.DP < 0)
- {
- if (permanent.IsPlaceToTrashDueToNotHavingDP)
- {
- if (permanent.IsDigimon)
- {
- return true;
- }
- if (permanent.TopCard.IsOption)
- {
- if (!permanent.IsPlayedOptionPermanent)
- {
- return true;
- }
- }
- }
- }
- }
- }
- return false;
- }
- bool IsDigimonLackDP(Permanent permanent)
- {
- if (permanent != null)
- {
- if (permanent.TopCard != null)
- {
- if (permanent.DP == 0)
- {
- if (permanent.IsDigimon)
- {
- if (permanent.CanBeDestroyed())
- {
- return true;
- }
- }
- }
- }
- }
- return false;
- }
- bool IsAttackerNotADigimon()
- {
- if (!GManager.instance.attackProcess.IsAttacking)
- return false;
- if (GManager.instance.attackProcess.AttackingPermanent != null)
- {
- if (!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
- return true;
- //if (GManager.instance.attackProcess.HasDefender && GManager.instance.attackProcess.DefendingPermanent == null)
- // return true;
- }
- return false;
- }
- bool IsDigimonLackLinkCondition(Permanent permanent)
- {
- if (permanent != null)
- {
- if (permanent.TopCard != null)
- {
- if (permanent.LinkedCards.Any(source => !source.CanLinkToTargetPermanent(permanent, false, true)))
- {
- return true;
- }
- }
- }
- return false;
- }
- bool IsDigimonLackLinkCount(Permanent permanent)
- {
- if (permanent != null)
- {
- if (permanent.TopCard != null)
- {
- if (permanent.LinkedCards.Count > permanent.LinkedMax)
- {
- return true;
- }
- }
- }
- return false;
- }
- bool IsPermanentFaceDown(Permanent permanent)
- {
- if (permanent != null)
- {
- if (permanent.TopCard != null)
- {
- if (permanent.TopCard.IsFlipped)
- {
- return true;
- }
- }
- }
- return false;
- }
- public IEnumerator RuleProcess()
- {
- while (DoRuleProcess())
- {
- IsRuleProcessing = true;
- //敗北処理
- yield return ContinuousController.instance.StartCoroutine(EndGameProcess());
- if (GManager.instance.turnStateMachine.endGame) yield break;
- //Trash Non Digimon from Breeding
- yield return ContinuousController.instance.StartCoroutine(TrashNonDigimonPermanentProcess());
- //DPを持たないカードをトラッシュする処理
- yield return ContinuousController.instance.StartCoroutine(TrashNoDPPermanentProcess());
- //DP不足処理
- yield return ContinuousController.instance.StartCoroutine(DigimonLackDPProcess());
- //Battle as Tamer
- yield return ContinuousController.instance.StartCoroutine(BattleWithoutDigimon());
- //Link Lacking condition
- yield return ContinuousController.instance.StartCoroutine(DigimonLackLinkConditionProcess());
- //Add link count correction
- yield return ContinuousController.instance.StartCoroutine(DigimonLackLinkMaxCountProcess());
- //Permanent Face Down
- yield return ContinuousController.instance.StartCoroutine(CardFaceDownProcess());
- IsRuleProcessing = false;
- }
- }
- #region Whether rule processing needs to be done
- bool DoRuleProcess()
- {
- if (IsRuleProcessing) return false;
- #region Whether it is necessary to perform game end processing
- if (GManager.instance.turnStateMachine.gameContext.Players.Count(player => player.IsLose) >= 1)
- {
- return true;
- }
- #endregion
- #region Is it necessary to discard cards in breeding?
- if (CardEffectCommons.HasMatchConditionPermanent(IsNotDigimonInBreeding, true))
- {
- return true;
- }
- #endregion
-
- #region Is it necessary to discard cards without DP?
- if (CardEffectCommons.HasMatchConditionPermanent(IsNotHavingDP))
- {
- return true;
- }
- #endregion
- #region Is it necessary to deal with Digimon's DP shortage?
- if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackDP))
- {
- return true;
- }
- #endregion
- #region Is it necessary to deal with Battle Without Digimon?
- if (IsAttackerNotADigimon())
- {
- //return true;
- }
- #endregion
- #region Is it necessary to deal with Digimon's Link Cards?
- if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackLinkCondition, true))
- {
- return true;
- }
- #endregion
- #region Is it necessary to deal with Digimon's Link Count?
- if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackLinkCount, true))
- {
- return true;
- }
- #endregion
- #region Is it necessary to deal with card being face down?
- if (CardEffectCommons.HasMatchConditionPermanent(IsPermanentFaceDown, true))
- {
- return true;
- }
- #endregion
- return false;
- }
- #endregion
- #region Each rule processing
- #region Game end processing
- IEnumerator EndGameProcess()
- {
- foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players)
- {
- if (player.IsLose)
- {
- if (!player.Enemy.IsLose)
- {
- GManager.instance.turnStateMachine.EndGame(player.Enemy, false);
- }
- else
- {
- GManager.instance.turnStateMachine.EndGame(null, false);
- }
- yield break;
- }
- }
- }
- #endregion
- #region Process of trashing cards in Breeding
- IEnumerator TrashNonDigimonPermanentProcess()
- {
- List<Permanent> BreedingPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
- .Map(player => player.GetBreedingAreaPermanents()
- .Filter(IsNotDigimonInBreeding)).Flat();
- if (BreedingPermanents.Count >= 1)
- {
- foreach (Permanent permanent in BreedingPermanents)
- {
- if (permanent != null)
- {
- if (permanent.TopCard != null)
- {
- yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
- CardSource cardSource = permanent.TopCard;
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
- yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
- yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
- }
- }
- }
- }
- }
- #endregion
- #region Process of trashing cards without DP
- IEnumerator TrashNoDPPermanentProcess()
- {
- List<Permanent> DigitamaPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
- .Map(player => player.GetBattleAreaPermanents()
- .Filter(IsNotHavingDP)).Flat();
- if (DigitamaPermanents.Count >= 1)
- {
- foreach (Permanent permanent in DigitamaPermanents)
- {
- if (permanent != null)
- {
- if (permanent.TopCard != null)
- {
- yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
- CardSource cardSource = permanent.TopCard;
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
- yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
- yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
- }
- }
- }
- }
- }
- #endregion
- #region Digimon DP shortage handling
- IEnumerator DigimonLackDPProcess()
- {
- List<Permanent> LackPowerPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
- .Map(player => player.GetBattleAreaPermanents()
- .Filter(IsDigimonLackDP)).Flat();
- if (LackPowerPermanents.Count >= 1)
- {
- Hashtable hashtable = new Hashtable()
- {
- { "DPZero", true }
- };
- yield return ContinuousController.instance.StartCoroutine(new DestroyPermanentsClass(LackPowerPermanents, hashtable).Destroy());
- }
- }
- #endregion
- #region Battle Concerning Tamer
- IEnumerator BattleWithoutDigimon()
- {
- if(GManager.instance.attackProcess.AttackingPermanent == null)
- yield break;
- if(!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
- GManager.instance.attackProcess.IsEndAttack = true;
- if(GManager.instance.attackProcess.DefendingPermanent == null && GManager.instance.attackProcess.HasDefender)
- GManager.instance.attackProcess.IsEndAttack = true;
- }
- #endregion
- #region Link Card Lacking conditions handling
- IEnumerator DigimonLackLinkConditionProcess()
- {
- List<Permanent> LackLinkConditionPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
- .Map(player => player.GetFieldPermanents()
- .Filter(IsDigimonLackLinkCondition)).Flat();
- if (LackLinkConditionPermanents.Count >= 1)
- {
- foreach(Permanent permanent in LackLinkConditionPermanents)
- {
- List<CardSource> selectedCards = permanent.LinkedCards.FindAll(source => !source.CanLinkToTargetPermanent(permanent, false));
- yield return ContinuousController.instance.StartCoroutine(new ITrashLinkCards(
- permanent,
- selectedCards,
- null).TrashLinkCards());
- }
- }
- }
- #endregion
- #region Link Card Lacking Max Count handling
- IEnumerator DigimonLackLinkMaxCountProcess()
- {
- List<Permanent> LackLinkCountPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
- .Map(player => player.GetFieldPermanents()
- .Filter(IsDigimonLackLinkCount)).Flat();
- if (LackLinkCountPermanents.Count >= 1)
- {
- foreach (Permanent permanent in LackLinkCountPermanents)
- {
- yield return ContinuousController.instance.StartCoroutine(permanent.RemoveLinkedCard(null, (permanent.LinkedCards.Count - permanent.LinkedMax)));
- }
- }
- }
- #endregion
- #region Process of trashing cards that are face down
- IEnumerator CardFaceDownProcess()
- {
- List<Permanent> FacedownPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
- .Map(player => player.GetBattleAreaPermanents()
- .Filter(IsPermanentFaceDown)).Flat();
- foreach (Permanent permanent in FacedownPermanents)
- {
- if (permanent != null)
- {
- if (permanent.TopCard != null)
- {
- yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
- CardSource cardSource = permanent.TopCard;
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
- yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
- yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
- }
- }
- }
- }
- #endregion
- #endregion
- #endregion
- #region Trigger effect processing
- public IEnumerator TriggeredSkillProcess(bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
- {
- yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
- if (StackedSkillInfos.Count > 0)
- {
- List<SkillInfo> skillInfos = StackedSkillInfos.Filter(skillInfo => skillInfo != null && !skipSkillInfos.Contains(skillInfo));
- if (skillInfos.Count >= 1)
- {
- //Clear the list of triggering skills not included in the resolution timing
- foreach (SkillInfo skillInfo in skillInfos)
- {
- StackedSkillInfos.Remove(skillInfo);
- }
- //Process the list of skills being triggered
- if (availableMultipleSkills != null)
- {
- yield return ContinuousController.instance.StartCoroutine(availableMultipleSkills.ActivateMultipleSkills(
- skillInfos,
- this,
- CheckNewTriggredSkill_mainStack,
- skipCondition));
- }
- yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.AfterEffectsActivate));
- }
- }
- }
- #endregion
- #region List of effects already achieved
- public List<SkillInfo> skillInfos_used
- {
- get
- {
- List<SkillInfo> skillInfos_used = new List<SkillInfo>();
- foreach (MultipleSkills multipleSkills in multipleSkills)
- {
- foreach (SkillInfo skillInfo in multipleSkills.SkillInfos_used)
- {
- skillInfos_used.Add(skillInfo);
- }
- }
- return skillInfos_used;
- }
- }
- #endregion
- #region The same effect has already been achieved
- public static bool HasExecutedSameEffect(List<SkillInfo> skillInfos, SkillInfo skillInfo)
- {
- return skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
- }
- #endregion
- #region Check end of turn
- public IEnumerator EndTurnCheck()
- {
- if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End && !GManager.instance.attackProcess.ActiveAttack())
- {
- if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
- {
- GManager.instance.turnStateMachine.Passed = false;
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.EndTurnProcess());
- }
- }
- }
- #endregion
- #region Minimum memory to end turn
- static int TurnEndMinMemory
- {
- get
- {
- int turnEndMinMemory = 1;
- #region the effects of players
- GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
- .Map(player => player.EffectList(EffectTiming.None))
- .Flat()
- .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
- .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
- #endregion
- #region the effects of permanents
- GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
- .Map(player => player.GetFieldPermanents())
- .Flat()
- .Map(permanent => permanent.EffectList(EffectTiming.None))
- .Flat()
- .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
- .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
- #endregion
- return turnEndMinMemory;
- }
- }
- #endregion
- #region Turn end processing
- public IEnumerator EndTurnProcess()
- {
- if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
- {
- GManager.instance.turnStateMachine.isSync = true;
- // yield return GManager.instance.photonWaitController.StartWait("EndTurnProcess");
- if (GManager.instance.turnStateMachine.Passed && GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
- {
- if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.PlayerID == 0)
- {
- GManager.instance.turnStateMachine.gameContext.Memory = 3;
- }
- else
- {
- GManager.instance.turnStateMachine.gameContext.Memory = -3;
- }
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.memoryObject.SetMemory());
- }
- GManager.instance.turnStateMachine.Passed = true;
- //Effect at end of turn
- yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.OnEndTurn));
- //Automatic processing check timing
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
- //Handle attack steps
- while (GManager.instance.attackProcess.ActiveAttack())
- {
- Debug.Log($"Active Attack, {Enum.GetName(typeof(AttackProcess.AttackState),GManager.instance.attackProcess.State)} Step");
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.ProcessNextState());
- //自動処理チェックタイミング
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
- }
- if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
- {
- GManager.instance.turnStateMachine.gameContext.TurnPhase = GameContext.phase.End;
- }
- else
- {
- GManager.instance.turnStateMachine.isSync = false;
- if (GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
- {
- StartCoroutine(GManager.instance.turnStateMachine.SetMainPhase());
- }
- }
- }
- }
- #endregion
- #region Shrink security Digimon display
- public IEnumerator ShrinkSecurityDigimonDisplay()
- {
- if (!HasAwaitingActivateEffects()) yield break;
- if (GManager.instance.attackProcess.IsAttacking)
- {
- if (GManager.instance.attackProcess.SecurityDigimon != null)
- {
- if (GManager.instance.GetComponent<Effects>().ShowUseHandCard.gameObject.activeSelf && GManager.instance.GetComponent<Effects>().ShowUseHandCard.cardSource == GManager.instance.attackProcess.SecurityDigimon)
- {
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().MoveToExecuteCardEffect(GManager.instance.attackProcess.SecurityDigimon));
- yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.SecurityDigimon.Owner.brainStormObject.BrainStormCoroutine(GManager.instance.attackProcess.SecurityDigimon));
- }
- }
- }
- }
- #endregion
- #region Whether there is awaiting activate effects
- public bool HasAwaitingActivateEffects()
- {
- if (StackedSkillInfos.Count >= 2)
- {
- return true;
- }
- else if (StackedSkillInfos.Count == 1)
- {
- if (StackedSkillInfos[0].CardEffect.CanActivate(StackedSkillInfos[0].Hashtable))
- {
- return true;
- }
- }
- return false;
- }
- #endregion
- #region Get skillInfos
- public static List<SkillInfo> GetSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
- {
- List<SkillInfo> skillInfos = new List<SkillInfo>();
- #region player effect
- foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
- {
- foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (!cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanTrigger(hashtable))
- {
- skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
- }
- }
- }
- }
- }
- #endregion
- #region Effects of permanents in play
- foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
- {
- foreach (Permanent permanent in player.GetFieldPermanents())
- {
- foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (!cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanTrigger(hashtable))
- {
- skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
- }
- }
- }
- }
- }
- }
- #endregion
- #region Trash card effect
- foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
- {
- foreach (CardSource cardSource in player.TrashCards)
- {
- foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (!cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanTrigger(hashtable))
- {
- skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
- }
- }
- }
- }
- }
- }
- #endregion
- #region Effects of cards in hand
- foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
- {
- foreach (CardSource cardSource in player.HandCards)
- {
- foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (!cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanTrigger(hashtable))
- {
- skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
- }
- }
- }
- }
- }
- }
- #endregion
- #region Effects of faceup security
- foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
- {
- foreach (CardSource source in player.SecurityCards)
- {
- if (source.IsFlipped)
- continue;
- foreach (ICardEffect cardEffect in source.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (!cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanTrigger(hashtable))
- {
- skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
- }
- }
- }
- }
- }
- }
- #endregion
- return skillInfos;
- }
- #endregion
- #region Activate background effects
- public static IEnumerator ActivateBackgroundEffects(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
- {
- #region Player effect
- foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
- {
- foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanUse(hashtable))
- {
- cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
- yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
- }
- }
- }
- }
- }
- #endregion
- #region Effects of permanents in play
- foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
- {
- foreach (Permanent permanent in player.GetFieldPermanents())
- {
- foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanUse(hashtable))
- {
- cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
- yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
- }
- }
- }
- }
- }
- }
- #endregion
- #region Trash card effect
- foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
- {
- foreach (CardSource cardSource in player.TrashCards)
- {
- foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanUse(hashtable))
- {
- cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
- yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
- }
- }
- }
- }
- }
- }
- #endregion
- #region Effects of cards in hand
- foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
- {
- foreach (CardSource cardSource in player.HandCards)
- {
- foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanUse(hashtable))
- {
- cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
- yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
- }
- }
- }
- }
- }
- }
- #endregion
- }
- #endregion
- #region Stack skillInfos
- public IEnumerator StackSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
- {
- GetSkillInfos(hashtable, timing, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
- yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffects(hashtable, timing, cardEffectCondition));
- }
- #endregion
- #region Get skillInfos of cards
- public static List<SkillInfo> GetSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
- {
- List<SkillInfo> skillInfos = new List<SkillInfo>();
- #region カードリストの効果
- foreach (CardSource cardSource in cardSources)
- {
- if (cardSource.PermanentOfThisCard() == null)
- {
- foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (!cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanTrigger(hashtable))
- {
- skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
- }
- }
- }
- }
- }
- }
- #endregion
- return skillInfos;
- }
- #endregion
- #region Activate background effects of cards
- public static IEnumerator ActivateBackgroundEffectsOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
- {
- #region Effect of card list
- foreach (CardSource cardSource in cardSources)
- {
- if (cardSource.PermanentOfThisCard() == null)
- {
- foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
- {
- if (cardEffect is ActivateICardEffect)
- {
- if (cardEffect.IsBackgroundProcess)
- {
- if (cardEffect.CanUse(hashtable))
- {
- cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
- yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
- }
- }
- }
- }
- }
- }
- #endregion
- }
- #endregion
- #region Stack skillInfos of cards
- public IEnumerator StackSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
- {
- GetSkillInfosOfCards(hashtable, timing, cardSources, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
- yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffectsOfCards(hashtable, timing, cardSources, cardEffectCondition));
- }
- #endregion
- public ICardEffect MainProcessingEffect { get; private set; } = null;
- List<ICardEffect> _usedCutinEffects = new List<ICardEffect>();
- public IEnumerator ActivateEffectProcess(ICardEffect cardEffect, Hashtable hashtable, bool isCheckOptional = true)
- {
- if (cardEffect == null) yield break;
- if (!(cardEffect is ActivateICardEffect)) yield break;
- if (cardEffect.CanActivate(hashtable) || cardEffect.IsDeclarative)
- {
- bool isEffectProcessing = MainProcessingEffect != null;
- if (!isEffectProcessing)
- {
- MainProcessingEffect = cardEffect;
- _usedCutinEffects = new List<ICardEffect>();
- }
- yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate_Optional_Effect_Execute(hashtable, isCheckOptional));
- if (!isEffectProcessing)
- {
- MainProcessingEffect = null;
- _usedCutinEffects = new List<ICardEffect>();
- }
- }
- }
- public bool IsCutInEffectHasUsed(ICardEffect cutinEffect)
- {
- return false;//TODO: General line 17 - _usedCutinEffects.Some(cardEffect => cardEffect.IsSameEffect(cutinEffect));
- }
- public bool IsCutInEffectUsedMaxCount(ICardEffect cutinEffect)
- {
- return _usedCutinEffects.Count(cardEffect => cardEffect.IsSameEffect(cutinEffect)) < cutinEffect.ChainActivations;
- }
- public void AddCutinEffect(ICardEffect cardEffect)
- {
- if (GManager.instance.autoProcessing.MainProcessingEffect != null)
- {
- _usedCutinEffects.Add(cardEffect);
- }
- }
- }
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