Refactor EffectResolver out of BattleController
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86715b790d
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5 changed files with 204 additions and 177 deletions
182
Assets/Battle/EffectResolver.cs
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182
Assets/Battle/EffectResolver.cs
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class EffectResolver : IBattleEffectResolver
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{
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private BattleState state;
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public EffectResolver(BattleState state) {
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this.state = state;
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}
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// IBattleEffectResolver
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public void DropEmotion(DropEmotionEffect effect) {
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if (!this.state.CanPlayEmotion(effect.Team)) {
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throw new System.InvalidOperationException("Cannot play emotion");
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}
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this.state.NotifyPlayedEmotion(effect.Team);
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EnergyPool pool = (effect.Team == TeamChoice.Heroes ? this.state.HeroEnergy : this.state.MonsterEnergy);
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pool.MaxEnergy += effect.Amount;
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pool.Energy += effect.Amount;
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}
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public void IncreaseHeroMaxEnergy(IncreaseMaxEnergyEffect effect) {
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this.state.HeroEnergy.MaxEnergy += effect.Amount;
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if (effect.Immediate) {
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this.state.HeroEnergy.Energy += effect.Amount;
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}
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}
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public void IncreaseMaxHP(IncreaseMaxHPEffect effect) {
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if (effect.Target == null) return;
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effect.Target.IncreaseMaxHP(effect.Amount);
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}
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public void ModifyInsight(ModifyInsightEffect effect) {
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this.state.InsightLevel.Modify(effect.Amount);
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}
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public void DrawCards(DrawCardsEffect effect) {
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if (effect.Team == TeamChoice.Heroes) {
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for (int i = 0; i < effect.Amount; i++) {
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this.state.HeroDeck.DrawCard();
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}
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} else {
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for (int i = 0; i < effect.Amount; i++) {
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this.state.MonsterDeck.DrawCard();
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}
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}
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}
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public void AcquireCards(AcquireCardsEffect effect) {
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if (effect.Participant == null) return;
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if (effect.Participant.Team == TeamChoice.Heroes) {
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this.AcquireCardsTyped(effect, this.state.HeroDeck, new HeroCardDatabase());
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} else {
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this.AcquireCardsTyped(effect, this.state.MonsterDeck, new MonsterCardDatabase());
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}
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}
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private void AcquireCardsTyped<BaseCardT>(
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AcquireCardsEffect effect,
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BattleDeck<BaseCardT> deck,
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CardDatabase<BaseCardT> cardDatabase)
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where BaseCardT : BaseCard {
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foreach (int cardId in effect.CardIds) {
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BaseCardT acquiredCard = cardDatabase.CreateCard(cardId, effect.Participant);
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switch (effect.Zone) {
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case BattleZone.DrawPile:
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deck.PutCardOnTopOfDrawPile(acquiredCard);
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break;
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case BattleZone.DiscardPile:
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deck.MoveCardToDiscard(acquiredCard);
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break;
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default:
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throw new System.NotImplementedException();
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}
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}
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if (effect.Zone == BattleZone.DrawPile) {
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deck.ShuffleDrawPile();
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}
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}
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public int DealDamage(DealDamageEffect effect) {
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if (effect.Target == null) return 0;
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int amount = effect.Amount;
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if (effect.Source != null) {
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amount += this.state.BuffManager.GetTotalBuffAmountOfType(effect.Source, BuffType.Power);
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}
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int damageDealt = effect.Target.DealDamage(amount);
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this.state.TriggerManager.NotifyResolvedDamageEffect(effect);
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return damageDealt;
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}
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public int DealMassDamage(MassDamageEffect effect) {
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int damageDealt = 0;
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BattleParticipant[] affectedTeam = this.state.GetTeam(effect.Team);
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foreach (BattleParticipant bp in affectedTeam) {
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damageDealt += bp.DealDamage(effect.Amount);
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}
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this.state.TriggerManager.NotifyResolvedMassDamageEffect(effect);
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return damageDealt;
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}
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public int Heal(HealEffect effect) {
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if (effect.Target == null) return 0;
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int healedAmount = effect.Target.Heal(effect.Amount);
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return healedAmount;
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}
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public void AddBlock(BlockEffect effect) {
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if (effect.Target == null) return;
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effect.Target.AddBlock(effect.Amount);
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}
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public void AddMassBlock(MassBlockEffect effect) {
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BattleParticipant[] affectedTeam = this.state.GetTeam(effect.Team);
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foreach (BattleParticipant bp in affectedTeam) {
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bp.AddBlock(effect.Amount);
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}
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}
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public void AddStatus(StatusEffect effect) {
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if (effect.Target == null) return;
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effect.Target.AddStatus(effect.Status, effect.Amount);
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}
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public void BuffParticipant(BuffParticipantEffect effect) {
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this.state.BuffManager.AddBuff(effect, this.state.Clock.Now);
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}
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public void Rotate(RotateEffect effect) {
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if (effect.Positions == 0) return;
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BattleParticipant[] currentPositions = this.state.GetTeam(effect.Team);
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int start = int.MaxValue;
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int end = int.MinValue;
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for (int i = 0; i < currentPositions.Length; i++) {
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BattleParticipant bp = currentPositions[i];
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if (bp != null) {
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start = System.Math.Min(start, i);
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end = System.Math.Max(end, i);
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}
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}
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int[] newPositions = new int[currentPositions.Length];
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for (int i = start; i <= end; i++) {
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if (i < start || i > end) {
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newPositions[i] = i;
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} else {
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int newI = start + MathUtil.TrueMod(
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i - start - effect.Positions,
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end - start + 1);
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newPositions[newI] = i;
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}
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}
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this.state.MoveTeamToNewPositions(effect.Team, newPositions);
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}
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public void SetupDefault(DefaultEffect effect) {
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DefaultHeroCard previousDefault = this.state.PlayArea.SetupDefault(effect);
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if (previousDefault != null) {
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this.state.HeroDeck.MoveCardToDiscard(previousDefault);
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}
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}
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public void ArmDamageTrigger(DamageTrigger damageTrigger) {
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this.state.TriggerManager.ArmDamageTrigger(damageTrigger);
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}
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}
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