Enemies drop energy before, intentions are more accurate

This commit is contained in:
henriquenakashima 2020-10-01 22:52:50 -04:00
parent 94b3309bb7
commit 737a851283
6 changed files with 64 additions and 13 deletions

View file

@ -6,8 +6,8 @@ using UnityEngine.SceneManagement;
public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffectResolver, MonsterViewpoint
{
private bool STABLE_HAND_STYLE = false;
private int STARTING_INSIGHT = 1;
private bool STABLE_HAND_STYLE = true;
private int STARTING_INSIGHT = 3;
// Inspector public
public HeroInfoUI heroUIPrefab;
@ -139,7 +139,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
this.OnBattleStateChanged += this.monsterHandPlayability.NotifyBattleStateChanged;
this.monsterIntentions = new TurnIntentions<MonsterCard>(
this.monsterDeck, this.monsterEnergy);
this.monsterDeck, this.monsterEnergy, this.monsterHandPlayability);
this.battlePlayerControls.Init(
this.heroDeck, this.monsterDeck, this.playArea, this.insightLevel,
@ -170,6 +170,14 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
cheat.OnInsightCode += delegate {
this.insightLevel.Modify(+5);
};
cheat.OnOneHPCode += delegate {
foreach (BattleMonster m in this.monsters) {
if (m.IsAlive()) {
m.DealDamage(m.GetHP() - 1);
}
}
OnBattleStateChanged();
};
}
// Update is called once per frame
@ -260,13 +268,25 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
}
OnBattleStateChanged();
// Monsters act until they pass
// Monsters play an emotion
List<MonsterCard> monsterHand = this.monsterDeck.GetHandPile();
for (int i = 0; i < monsterHand.Count; i++) {
MonsterCard monsterCard = monsterHand[i];
if (CanUseMonsterCard(monsterCard)) {
if (monsterCard.Type == CardType.Emotion && CanUseMonsterCard(monsterCard)) {
yield return UseMonsterCard(monsterCard);
}
}
// Monsters play as many actions from the top as possible
bool anyCardPlayed = true;
while (anyCardPlayed) {
anyCardPlayed = false;
MonsterCard monsterCard = FirstMonsterActionToPlay();
if (monsterCard != null) {
yield return UseMonsterCard(monsterCard);
OnBattleStateChanged();
anyCardPlayed = true;
}
}
@ -282,6 +302,18 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
OnBattleStateChanged();
}
private MonsterCard FirstMonsterActionToPlay() {
List<MonsterCard> monsterHand = monsterHand = this.monsterDeck.GetHandPile();
for (int i = 0; i < monsterHand.Count; i++) {
MonsterCard monsterCard = monsterHand[i];
if (monsterCard.Type != CardType.Emotion && CanUseMonsterCard(monsterCard)) {
return monsterCard;
}
}
return null;
}
public IEnumerator UseHeroCard(HeroCard card) {
if (!CanUseHeroCard(card)) {
throw new System.InvalidOperationException("Cannot use card " + card.GetDisplayName());
@ -298,8 +330,8 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
this.heroDeck.MoveCardToDiscard(card);
}
OnBattleStateChanged();
CheckState();
OnBattleStateChanged();
}
public IEnumerator UseMonsterCard(MonsterCard card) {
@ -316,6 +348,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
yield return new WaitForSeconds(0.5f);
CheckState();
OnBattleStateChanged();
}
public bool CanUseHeroCard(HeroCard card) {