AutoProcessing.cs 39 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. //Rule Timing
  102. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.RulesTiming));
  103. //Trigger effect processing
  104. yield return ContinuousController.instance.StartCoroutine(TriggeredSkillProcess(false, null));
  105. GManager.instance.turnStateMachine.IsSelecting = false;
  106. GManager.instance.turnStateMachine.isSync = false;
  107. }
  108. #endregion
  109. #region Rule processing
  110. public bool IsRuleProcessing { get; set; } = false;
  111. bool IsNotDigimonInBreeding(Permanent permanent)
  112. {
  113. if (permanent != null)
  114. {
  115. if (permanent.TopCard != null)
  116. {
  117. if (CardEffectCommons.IsExistOnBreedingArea(permanent.TopCard))
  118. {
  119. if (!permanent.IsDigimon)
  120. {
  121. return true;
  122. }
  123. }
  124. }
  125. }
  126. return false;
  127. }
  128. bool IsNotHavingDP(Permanent permanent)
  129. {
  130. if (permanent != null)
  131. {
  132. if (permanent.TopCard != null)
  133. {
  134. if (permanent.DP < 0)
  135. {
  136. if (permanent.IsPlaceToTrashDueToNotHavingDP)
  137. {
  138. if (permanent.IsDigimon)
  139. {
  140. return true;
  141. }
  142. if (permanent.TopCard.IsOption)
  143. {
  144. if (!permanent.IsPlayedOptionPermanent)
  145. {
  146. return true;
  147. }
  148. }
  149. }
  150. }
  151. }
  152. }
  153. return false;
  154. }
  155. bool IsDigimonLackDP(Permanent permanent)
  156. {
  157. if (permanent != null)
  158. {
  159. if (permanent.TopCard != null)
  160. {
  161. if (permanent.DP == 0)
  162. {
  163. if (permanent.IsDigimon)
  164. {
  165. if (permanent.CanBeDestroyed())
  166. {
  167. return true;
  168. }
  169. }
  170. }
  171. }
  172. }
  173. return false;
  174. }
  175. bool IsAttackerNotADigimon()
  176. {
  177. if (!GManager.instance.attackProcess.IsAttacking)
  178. return false;
  179. if (GManager.instance.attackProcess.AttackingPermanent != null)
  180. {
  181. if (!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
  182. return true;
  183. //if (GManager.instance.attackProcess.HasDefender && GManager.instance.attackProcess.DefendingPermanent == null)
  184. // return true;
  185. }
  186. return false;
  187. }
  188. bool IsDigimonLackLinkCondition(Permanent permanent)
  189. {
  190. if (permanent != null)
  191. {
  192. if (permanent.TopCard != null)
  193. {
  194. if (permanent.LinkedCards.Any(source => !source.CanLinkToTargetPermanent(permanent, false, true)))
  195. {
  196. return true;
  197. }
  198. }
  199. }
  200. return false;
  201. }
  202. bool IsDigimonLackLinkCount(Permanent permanent)
  203. {
  204. if (permanent != null)
  205. {
  206. if (permanent.TopCard != null)
  207. {
  208. if (permanent.LinkedCards.Count > permanent.LinkedMax)
  209. {
  210. return true;
  211. }
  212. }
  213. }
  214. return false;
  215. }
  216. bool IsPermanentFaceDown(Permanent permanent)
  217. {
  218. if (permanent != null)
  219. {
  220. if (permanent.TopCard != null)
  221. {
  222. if (permanent.TopCard.IsFlipped)
  223. {
  224. return true;
  225. }
  226. }
  227. }
  228. return false;
  229. }
  230. public IEnumerator RuleProcess()
  231. {
  232. while (DoRuleProcess())
  233. {
  234. IsRuleProcessing = true;
  235. //敗北処理
  236. yield return ContinuousController.instance.StartCoroutine(EndGameProcess());
  237. if (GManager.instance.turnStateMachine.endGame) yield break;
  238. //Trash Non Digimon from Breeding
  239. yield return ContinuousController.instance.StartCoroutine(TrashNonDigimonPermanentProcess());
  240. //DPを持たないカードをトラッシュする処理
  241. yield return ContinuousController.instance.StartCoroutine(TrashNoDPPermanentProcess());
  242. //DP不足処理
  243. yield return ContinuousController.instance.StartCoroutine(DigimonLackDPProcess());
  244. //Battle as Tamer
  245. yield return ContinuousController.instance.StartCoroutine(BattleWithoutDigimon());
  246. //Link Lacking condition
  247. yield return ContinuousController.instance.StartCoroutine(DigimonLackLinkConditionProcess());
  248. //Add link count correction
  249. yield return ContinuousController.instance.StartCoroutine(DigimonLackLinkMaxCountProcess());
  250. //Permanent Face Down
  251. yield return ContinuousController.instance.StartCoroutine(CardFaceDownProcess());
  252. IsRuleProcessing = false;
  253. }
  254. }
  255. #region Whether rule processing needs to be done
  256. bool DoRuleProcess()
  257. {
  258. if (IsRuleProcessing) return false;
  259. #region Whether it is necessary to perform game end processing
  260. if (GManager.instance.turnStateMachine.gameContext.Players.Count(player => player.IsLose) >= 1)
  261. {
  262. return true;
  263. }
  264. #endregion
  265. #region Is it necessary to discard cards in breeding?
  266. if (CardEffectCommons.HasMatchConditionPermanent(IsNotDigimonInBreeding, true))
  267. {
  268. return true;
  269. }
  270. #endregion
  271. #region Is it necessary to discard cards without DP?
  272. if (CardEffectCommons.HasMatchConditionPermanent(IsNotHavingDP))
  273. {
  274. return true;
  275. }
  276. #endregion
  277. #region Is it necessary to deal with Digimon's DP shortage?
  278. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackDP))
  279. {
  280. return true;
  281. }
  282. #endregion
  283. #region Is it necessary to deal with Battle Without Digimon?
  284. if (IsAttackerNotADigimon())
  285. {
  286. //return true;
  287. }
  288. #endregion
  289. #region Is it necessary to deal with Digimon's Link Cards?
  290. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackLinkCondition, true))
  291. {
  292. return true;
  293. }
  294. #endregion
  295. #region Is it necessary to deal with Digimon's Link Count?
  296. if (CardEffectCommons.HasMatchConditionPermanent(IsDigimonLackLinkCount, true))
  297. {
  298. return true;
  299. }
  300. #endregion
  301. #region Is it necessary to deal with card being face down?
  302. if (CardEffectCommons.HasMatchConditionPermanent(IsPermanentFaceDown, true))
  303. {
  304. return true;
  305. }
  306. #endregion
  307. return false;
  308. }
  309. #endregion
  310. #region Each rule processing
  311. #region Game end processing
  312. IEnumerator EndGameProcess()
  313. {
  314. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players)
  315. {
  316. if (player.IsLose)
  317. {
  318. if (!player.Enemy.IsLose)
  319. {
  320. GManager.instance.turnStateMachine.EndGame(player.Enemy, false);
  321. }
  322. else
  323. {
  324. GManager.instance.turnStateMachine.EndGame(null, false);
  325. }
  326. yield break;
  327. }
  328. }
  329. }
  330. #endregion
  331. #region Process of trashing cards in Breeding
  332. IEnumerator TrashNonDigimonPermanentProcess()
  333. {
  334. List<Permanent> BreedingPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  335. .Map(player => player.GetBreedingAreaPermanents()
  336. .Filter(IsNotDigimonInBreeding)).Flat();
  337. if (BreedingPermanents.Count >= 1)
  338. {
  339. foreach (Permanent permanent in BreedingPermanents)
  340. {
  341. if (permanent != null)
  342. {
  343. if (permanent.TopCard != null)
  344. {
  345. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  346. CardSource cardSource = permanent.TopCard;
  347. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  348. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  349. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  350. }
  351. }
  352. }
  353. }
  354. }
  355. #endregion
  356. #region Process of trashing cards without DP
  357. IEnumerator TrashNoDPPermanentProcess()
  358. {
  359. List<Permanent> DigitamaPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  360. .Map(player => player.GetBattleAreaPermanents()
  361. .Filter(IsNotHavingDP)).Flat();
  362. if (DigitamaPermanents.Count >= 1)
  363. {
  364. foreach (Permanent permanent in DigitamaPermanents)
  365. {
  366. if (permanent != null)
  367. {
  368. if (permanent.TopCard != null)
  369. {
  370. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  371. CardSource cardSource = permanent.TopCard;
  372. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  373. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  374. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  375. }
  376. }
  377. }
  378. }
  379. }
  380. #endregion
  381. #region Digimon DP shortage handling
  382. IEnumerator DigimonLackDPProcess()
  383. {
  384. List<Permanent> LackPowerPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  385. .Map(player => player.GetBattleAreaPermanents()
  386. .Filter(IsDigimonLackDP)).Flat();
  387. if (LackPowerPermanents.Count >= 1)
  388. {
  389. Hashtable hashtable = new Hashtable()
  390. {
  391. { "DPZero", true }
  392. };
  393. yield return ContinuousController.instance.StartCoroutine(new DestroyPermanentsClass(LackPowerPermanents, hashtable).Destroy());
  394. }
  395. }
  396. #endregion
  397. #region Battle Concerning Tamer
  398. IEnumerator BattleWithoutDigimon()
  399. {
  400. if(GManager.instance.attackProcess.AttackingPermanent == null)
  401. yield break;
  402. if(!GManager.instance.attackProcess.AttackingPermanent.IsDigimon)
  403. GManager.instance.attackProcess.IsEndAttack = true;
  404. if(GManager.instance.attackProcess.DefendingPermanent == null && GManager.instance.attackProcess.HasDefender)
  405. GManager.instance.attackProcess.IsEndAttack = true;
  406. }
  407. #endregion
  408. #region Link Card Lacking conditions handling
  409. IEnumerator DigimonLackLinkConditionProcess()
  410. {
  411. List<Permanent> LackLinkConditionPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  412. .Map(player => player.GetFieldPermanents()
  413. .Filter(IsDigimonLackLinkCondition)).Flat();
  414. if (LackLinkConditionPermanents.Count >= 1)
  415. {
  416. foreach(Permanent permanent in LackLinkConditionPermanents)
  417. {
  418. List<CardSource> selectedCards = permanent.LinkedCards.FindAll(source => !source.CanLinkToTargetPermanent(permanent, false));
  419. yield return ContinuousController.instance.StartCoroutine(new ITrashLinkCards(
  420. permanent,
  421. selectedCards,
  422. null).TrashLinkCards());
  423. }
  424. }
  425. }
  426. #endregion
  427. #region Link Card Lacking Max Count handling
  428. IEnumerator DigimonLackLinkMaxCountProcess()
  429. {
  430. List<Permanent> LackLinkCountPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  431. .Map(player => player.GetFieldPermanents()
  432. .Filter(IsDigimonLackLinkCount)).Flat();
  433. if (LackLinkCountPermanents.Count >= 1)
  434. {
  435. foreach (Permanent permanent in LackLinkCountPermanents)
  436. {
  437. yield return ContinuousController.instance.StartCoroutine(permanent.RemoveLinkedCard(null, (permanent.LinkedCards.Count - permanent.LinkedMax)));
  438. }
  439. }
  440. }
  441. #endregion
  442. #region Process of trashing cards that are face down
  443. IEnumerator CardFaceDownProcess()
  444. {
  445. List<Permanent> FacedownPermanents = GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  446. .Map(player => player.GetBattleAreaPermanents()
  447. .Filter(IsPermanentFaceDown)).Flat();
  448. foreach (Permanent permanent in FacedownPermanents)
  449. {
  450. if (permanent != null)
  451. {
  452. if (permanent.TopCard != null)
  453. {
  454. yield return ContinuousController.instance.StartCoroutine(permanent.DiscardEvoRoots());
  455. CardSource cardSource = permanent.TopCard;
  456. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().ShowCardEffect(new List<CardSource>() { cardSource }, "Cards put to trash", true, true));
  457. yield return ContinuousController.instance.StartCoroutine(CardObjectController.RemoveField(permanent));
  458. yield return ContinuousController.instance.StartCoroutine(CardObjectController.AddTrashCard(cardSource));
  459. }
  460. }
  461. }
  462. }
  463. #endregion
  464. #endregion
  465. #endregion
  466. #region Trigger effect processing
  467. public IEnumerator TriggeredSkillProcess(bool CheckNewTriggredSkill_mainStack, Func<List<SkillInfo>, SkillInfo, bool> skipCondition)
  468. {
  469. yield return ContinuousController.instance.StartCoroutine(ShrinkSecurityDigimonDisplay());
  470. if (StackedSkillInfos.Count > 0)
  471. {
  472. List<SkillInfo> skillInfos = StackedSkillInfos.Filter(skillInfo => skillInfo != null && !skipSkillInfos.Contains(skillInfo));
  473. if (skillInfos.Count >= 1)
  474. {
  475. //Clear the list of triggering skills not included in the resolution timing
  476. foreach (SkillInfo skillInfo in skillInfos)
  477. {
  478. StackedSkillInfos.Remove(skillInfo);
  479. }
  480. //Process the list of skills being triggered
  481. if (availableMultipleSkills != null)
  482. {
  483. yield return ContinuousController.instance.StartCoroutine(availableMultipleSkills.ActivateMultipleSkills(
  484. skillInfos,
  485. this,
  486. CheckNewTriggredSkill_mainStack,
  487. skipCondition));
  488. }
  489. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.AfterEffectsActivate));
  490. }
  491. }
  492. }
  493. #endregion
  494. #region List of effects already achieved
  495. public List<SkillInfo> skillInfos_used
  496. {
  497. get
  498. {
  499. List<SkillInfo> skillInfos_used = new List<SkillInfo>();
  500. foreach (MultipleSkills multipleSkills in multipleSkills)
  501. {
  502. foreach (SkillInfo skillInfo in multipleSkills.SkillInfos_used)
  503. {
  504. skillInfos_used.Add(skillInfo);
  505. }
  506. }
  507. return skillInfos_used;
  508. }
  509. }
  510. #endregion
  511. #region The same effect has already been achieved
  512. public static bool HasExecutedSameEffect(List<SkillInfo> skillInfos, SkillInfo skillInfo)
  513. {
  514. return skillInfos.Some((skillInfo1) => skillInfo1.CardEffect.IsSameEffect(skillInfo.CardEffect));
  515. }
  516. #endregion
  517. #region Check end of turn
  518. public IEnumerator EndTurnCheck()
  519. {
  520. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End && !GManager.instance.attackProcess.ActiveAttack())
  521. {
  522. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  523. {
  524. GManager.instance.turnStateMachine.Passed = false;
  525. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.EndTurnProcess());
  526. }
  527. }
  528. }
  529. #endregion
  530. #region Minimum memory to end turn
  531. static int TurnEndMinMemory
  532. {
  533. get
  534. {
  535. int turnEndMinMemory = 1;
  536. #region the effects of players
  537. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  538. .Map(player => player.EffectList(EffectTiming.None))
  539. .Flat()
  540. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  541. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  542. #endregion
  543. #region the effects of permanents
  544. GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer
  545. .Map(player => player.GetFieldPermanents())
  546. .Flat()
  547. .Map(permanent => permanent.EffectList(EffectTiming.None))
  548. .Flat()
  549. .Filter(cardEffect => cardEffect is IChangeEndTurnMinMemoryEffect && cardEffect.CanUse(null))
  550. .ForEach(cardEffect => turnEndMinMemory = ((IChangeEndTurnMinMemoryEffect)cardEffect).GetMinMemory(turnEndMinMemory));
  551. #endregion
  552. return turnEndMinMemory;
  553. }
  554. }
  555. #endregion
  556. #region Turn end processing
  557. public IEnumerator EndTurnProcess()
  558. {
  559. if (GManager.instance.turnStateMachine.gameContext.TurnPhase != GameContext.phase.End)
  560. {
  561. GManager.instance.turnStateMachine.isSync = true;
  562. // yield return GManager.instance.photonWaitController.StartWait("EndTurnProcess");
  563. if (GManager.instance.turnStateMachine.Passed && GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  564. {
  565. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.PlayerID == 0)
  566. {
  567. GManager.instance.turnStateMachine.gameContext.Memory = 3;
  568. }
  569. else
  570. {
  571. GManager.instance.turnStateMachine.gameContext.Memory = -3;
  572. }
  573. yield return ContinuousController.instance.StartCoroutine(GManager.instance.memoryObject.SetMemory());
  574. }
  575. GManager.instance.turnStateMachine.Passed = true;
  576. //Effect at end of turn
  577. yield return ContinuousController.instance.StartCoroutine(StackSkillInfos(null, EffectTiming.OnEndTurn));
  578. //Automatic processing check timing
  579. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  580. //Handle attack steps
  581. while (GManager.instance.attackProcess.ActiveAttack())
  582. {
  583. Debug.Log($"Active Attack, {Enum.GetName(typeof(AttackProcess.AttackState),GManager.instance.attackProcess.State)} Step");
  584. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.ProcessNextState());
  585. //自動処理チェックタイミング
  586. yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
  587. }
  588. if (GManager.instance.turnStateMachine.gameContext.NonTurnPlayer.MemoryForPlayer >= TurnEndMinMemory)
  589. {
  590. GManager.instance.turnStateMachine.gameContext.TurnPhase = GameContext.phase.End;
  591. }
  592. else
  593. {
  594. GManager.instance.turnStateMachine.isSync = false;
  595. if (GManager.instance.turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  596. {
  597. StartCoroutine(GManager.instance.turnStateMachine.SetMainPhase());
  598. }
  599. }
  600. }
  601. }
  602. #endregion
  603. #region Shrink security Digimon display
  604. public IEnumerator ShrinkSecurityDigimonDisplay()
  605. {
  606. if (!HasAwaitingActivateEffects()) yield break;
  607. if (GManager.instance.attackProcess.IsAttacking)
  608. {
  609. if (GManager.instance.attackProcess.SecurityDigimon != null)
  610. {
  611. if (GManager.instance.GetComponent<Effects>().ShowUseHandCard.gameObject.activeSelf && GManager.instance.GetComponent<Effects>().ShowUseHandCard.cardSource == GManager.instance.attackProcess.SecurityDigimon)
  612. {
  613. yield return ContinuousController.instance.StartCoroutine(GManager.instance.GetComponent<Effects>().MoveToExecuteCardEffect(GManager.instance.attackProcess.SecurityDigimon));
  614. yield return ContinuousController.instance.StartCoroutine(GManager.instance.attackProcess.SecurityDigimon.Owner.brainStormObject.BrainStormCoroutine(GManager.instance.attackProcess.SecurityDigimon));
  615. }
  616. }
  617. }
  618. }
  619. #endregion
  620. #region Whether there is awaiting activate effects
  621. public bool HasAwaitingActivateEffects()
  622. {
  623. if (StackedSkillInfos.Count >= 2)
  624. {
  625. return true;
  626. }
  627. else if (StackedSkillInfos.Count == 1)
  628. {
  629. if (StackedSkillInfos[0].CardEffect.CanActivate(StackedSkillInfos[0].Hashtable))
  630. {
  631. return true;
  632. }
  633. }
  634. return false;
  635. }
  636. #endregion
  637. #region Get skillInfos
  638. public static List<SkillInfo> GetSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  639. {
  640. List<SkillInfo> skillInfos = new List<SkillInfo>();
  641. #region player effect
  642. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  643. {
  644. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  645. {
  646. if (cardEffect is ActivateICardEffect)
  647. {
  648. if (!cardEffect.IsBackgroundProcess)
  649. {
  650. if (cardEffect.CanTrigger(hashtable))
  651. {
  652. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  653. }
  654. }
  655. }
  656. }
  657. }
  658. #endregion
  659. #region Effects of permanents in play
  660. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  661. {
  662. foreach (Permanent permanent in player.GetFieldPermanents())
  663. {
  664. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  665. {
  666. if (cardEffect is ActivateICardEffect)
  667. {
  668. if (!cardEffect.IsBackgroundProcess)
  669. {
  670. if (cardEffect.CanTrigger(hashtable))
  671. {
  672. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  673. }
  674. }
  675. }
  676. }
  677. }
  678. }
  679. #endregion
  680. #region Trash card effect
  681. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  682. {
  683. foreach (CardSource cardSource in player.TrashCards)
  684. {
  685. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  686. {
  687. if (cardEffect is ActivateICardEffect)
  688. {
  689. if (!cardEffect.IsBackgroundProcess)
  690. {
  691. if (cardEffect.CanTrigger(hashtable))
  692. {
  693. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  694. }
  695. }
  696. }
  697. }
  698. }
  699. }
  700. #endregion
  701. #region Effects of cards in hand
  702. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  703. {
  704. foreach (CardSource cardSource in player.HandCards)
  705. {
  706. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  707. {
  708. if (cardEffect is ActivateICardEffect)
  709. {
  710. if (!cardEffect.IsBackgroundProcess)
  711. {
  712. if (cardEffect.CanTrigger(hashtable))
  713. {
  714. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  715. }
  716. }
  717. }
  718. }
  719. }
  720. }
  721. #endregion
  722. #region Effects of faceup security
  723. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  724. {
  725. foreach (CardSource source in player.SecurityCards)
  726. {
  727. if (source.IsFlipped)
  728. continue;
  729. foreach (ICardEffect cardEffect in source.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  730. {
  731. if (cardEffect is ActivateICardEffect)
  732. {
  733. if (!cardEffect.IsBackgroundProcess)
  734. {
  735. if (cardEffect.CanTrigger(hashtable))
  736. {
  737. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  738. }
  739. }
  740. }
  741. }
  742. }
  743. }
  744. #endregion
  745. return skillInfos;
  746. }
  747. #endregion
  748. #region Activate background effects
  749. public static IEnumerator ActivateBackgroundEffects(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  750. {
  751. #region Player effect
  752. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  753. {
  754. foreach (ICardEffect cardEffect in player.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  755. {
  756. if (cardEffect is ActivateICardEffect)
  757. {
  758. if (cardEffect.IsBackgroundProcess)
  759. {
  760. if (cardEffect.CanUse(hashtable))
  761. {
  762. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  763. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  764. }
  765. }
  766. }
  767. }
  768. }
  769. #endregion
  770. #region Effects of permanents in play
  771. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  772. {
  773. foreach (Permanent permanent in player.GetFieldPermanents())
  774. {
  775. foreach (ICardEffect cardEffect in permanent.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  776. {
  777. if (cardEffect is ActivateICardEffect)
  778. {
  779. if (cardEffect.IsBackgroundProcess)
  780. {
  781. if (cardEffect.CanUse(hashtable))
  782. {
  783. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  784. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  785. }
  786. }
  787. }
  788. }
  789. }
  790. }
  791. #endregion
  792. #region Trash card effect
  793. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  794. {
  795. foreach (CardSource cardSource in player.TrashCards)
  796. {
  797. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  798. {
  799. if (cardEffect is ActivateICardEffect)
  800. {
  801. if (cardEffect.IsBackgroundProcess)
  802. {
  803. if (cardEffect.CanUse(hashtable))
  804. {
  805. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  806. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  807. }
  808. }
  809. }
  810. }
  811. }
  812. }
  813. #endregion
  814. #region Effects of cards in hand
  815. foreach (Player player in GManager.instance.turnStateMachine.gameContext.Players_ForTurnPlayer)
  816. {
  817. foreach (CardSource cardSource in player.HandCards)
  818. {
  819. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  820. {
  821. if (cardEffect is ActivateICardEffect)
  822. {
  823. if (cardEffect.IsBackgroundProcess)
  824. {
  825. if (cardEffect.CanUse(hashtable))
  826. {
  827. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  828. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  829. }
  830. }
  831. }
  832. }
  833. }
  834. }
  835. #endregion
  836. }
  837. #endregion
  838. #region Stack skillInfos
  839. public IEnumerator StackSkillInfos(Hashtable hashtable, EffectTiming timing, Func<ICardEffect, bool> cardEffectCondition = null)
  840. {
  841. GetSkillInfos(hashtable, timing, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  842. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffects(hashtable, timing, cardEffectCondition));
  843. }
  844. #endregion
  845. #region Get skillInfos of cards
  846. public static List<SkillInfo> GetSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  847. {
  848. List<SkillInfo> skillInfos = new List<SkillInfo>();
  849. #region カードリストの効果
  850. foreach (CardSource cardSource in cardSources)
  851. {
  852. if (cardSource.PermanentOfThisCard() == null)
  853. {
  854. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  855. {
  856. if (cardEffect is ActivateICardEffect)
  857. {
  858. if (!cardEffect.IsBackgroundProcess)
  859. {
  860. if (cardEffect.CanTrigger(hashtable))
  861. {
  862. skillInfos.Add(new SkillInfo(cardEffect, hashtable, timing));
  863. }
  864. }
  865. }
  866. }
  867. }
  868. }
  869. #endregion
  870. return skillInfos;
  871. }
  872. #endregion
  873. #region Activate background effects of cards
  874. public static IEnumerator ActivateBackgroundEffectsOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  875. {
  876. #region Effect of card list
  877. foreach (CardSource cardSource in cardSources)
  878. {
  879. if (cardSource.PermanentOfThisCard() == null)
  880. {
  881. foreach (ICardEffect cardEffect in cardSource.EffectList(timing).Filter(cardEffect => cardEffectCondition == null || cardEffectCondition(cardEffect)))
  882. {
  883. if (cardEffect is ActivateICardEffect)
  884. {
  885. if (cardEffect.IsBackgroundProcess)
  886. {
  887. if (cardEffect.CanUse(hashtable))
  888. {
  889. cardEffect.EffectSourceCard.cEntity_EffectController.RegisterUseEfffectThisTurn(cardEffect);
  890. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate(hashtable));
  891. }
  892. }
  893. }
  894. }
  895. }
  896. }
  897. #endregion
  898. }
  899. #endregion
  900. #region Stack skillInfos of cards
  901. public IEnumerator StackSkillInfosOfCards(Hashtable hashtable, EffectTiming timing, List<CardSource> cardSources, Func<ICardEffect, bool> cardEffectCondition = null)
  902. {
  903. GetSkillInfosOfCards(hashtable, timing, cardSources, cardEffectCondition).ForEach(skillInfo => PutStackedSkill(skillInfo));
  904. yield return ContinuousController.instance.StartCoroutine(ActivateBackgroundEffectsOfCards(hashtable, timing, cardSources, cardEffectCondition));
  905. }
  906. #endregion
  907. public ICardEffect MainProcessingEffect { get; private set; } = null;
  908. List<ICardEffect> _usedCutinEffects = new List<ICardEffect>();
  909. public IEnumerator ActivateEffectProcess(ICardEffect cardEffect, Hashtable hashtable, bool isCheckOptional = true)
  910. {
  911. if (cardEffect == null) yield break;
  912. if (!(cardEffect is ActivateICardEffect)) yield break;
  913. if (cardEffect.CanActivate(hashtable) || cardEffect.IsDeclarative)
  914. {
  915. bool isEffectProcessing = MainProcessingEffect != null;
  916. if (!isEffectProcessing)
  917. {
  918. MainProcessingEffect = cardEffect;
  919. _usedCutinEffects = new List<ICardEffect>();
  920. }
  921. yield return ContinuousController.instance.StartCoroutine(((ActivateICardEffect)cardEffect).Activate_Optional_Effect_Execute(hashtable, isCheckOptional));
  922. if (!isEffectProcessing)
  923. {
  924. MainProcessingEffect = null;
  925. _usedCutinEffects = new List<ICardEffect>();
  926. }
  927. }
  928. }
  929. public bool IsCutInEffectHasUsed(ICardEffect cutinEffect)
  930. {
  931. return false;//TODO: General line 17 - _usedCutinEffects.Some(cardEffect => cardEffect.IsSameEffect(cutinEffect));
  932. }
  933. public bool IsCutInEffectUsedMaxCount(ICardEffect cutinEffect)
  934. {
  935. return _usedCutinEffects.Count(cardEffect => cardEffect.IsSameEffect(cutinEffect)) < cutinEffect.ChainActivations;
  936. }
  937. public void AddCutinEffect(ICardEffect cardEffect)
  938. {
  939. if (GManager.instance.autoProcessing.MainProcessingEffect != null)
  940. {
  941. _usedCutinEffects.Add(cardEffect);
  942. }
  943. }
  944. }