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) {

View file

@ -78,6 +78,7 @@ public class CheatBattle: MonoBehaviour
public delegate void CheatAction();
public event CheatAction OnWinCode;
public event CheatAction OnInsightCode;
public event CheatAction OnOneHPCode;
private string lastCommands = "";
@ -94,6 +95,9 @@ public class CheatBattle: MonoBehaviour
} else if (this.lastCommands.EndsWith("insight")) {
this.OnInsightCode();
this.lastCommands = "";
} else if (this.lastCommands.EndsWith("onehp")) {
this.OnOneHPCode();
this.lastCommands = "";
}
}
}

View file

@ -124,11 +124,14 @@ public class HandControls<BaseCardT> where BaseCardT : BaseCard
if (cardPlayability == PlayabilityState.PlayableImmediately
|| cardPlayability == PlayabilityState.PlayableInOwnTurn) {
if (this.intentions.WillUseCard(card)) {
// Debug.Log("Display state of " + card.GetDisplayName() + " = IntendedToPlay");
cardUI.State = PlayableState.IntendedToPlay;
} else {
// Debug.Log("Display state of " + card.GetDisplayName() + " = Playable");
cardUI.State = PlayableState.Playable;
}
} else {
// Debug.Log("Display state of " + card.GetDisplayName() + " = Unplayable");
cardUI.State = PlayableState.Unplayable;
}
}

View file

@ -61,9 +61,10 @@ public class HandPlayability<BaseCardT> where BaseCardT : BaseCard {
foreach (BaseCardT card in this.deck.GetHandPile()) {
if (!card.Owner.CanUseCard(card)) {
this.playable[card] = PlayabilityState.Unplayable;
// Debug.Log("Playability of " + card.GetDisplayName() + " = Unplayable");
continue;
}
bool canPlayNow = this.battleState.IsTeamsTurn(this.team);
if (card.Type == CardType.Emotion) {
canPlayNow = canPlayNow && this.battleState.CanPlayEmotion(this.team);
@ -72,8 +73,10 @@ public class HandPlayability<BaseCardT> where BaseCardT : BaseCard {
}
if (canPlayNow) {
this.playable[card] = PlayabilityState.PlayableImmediately;
// Debug.Log("Playability of " + card.GetDisplayName() + " = PlayableImmediately");
} else {
this.playable[card] = PlayabilityState.PlayableInOwnTurn;
// Debug.Log("Playability of " + card.GetDisplayName() + " = PlayableInOwnTurn");
}
}
TriggerOnPlayabilityChanged();

View file

@ -12,13 +12,15 @@ public class TurnIntentions<BaseCardT> where BaseCardT: BaseCard
private bool mActive;
private List<BaseCardT> mCardsToUse = new List<BaseCardT>();
public TurnIntentions(BattleDeck<BaseCardT> deck, EnergyPool energyPool) {
public TurnIntentions(BattleDeck<BaseCardT> deck, EnergyPool energyPool,
HandPlayability<BaseCardT> playability) {
mDeck = deck;
mEnergyPool = energyPool;
mActive = true;
mDeck.OnDrawPileChanged += OnDependencyChanged;
mEnergyPool.OnEnergyChanged += OnDependencyChanged;
playability.OnPlayabilityChanged += OnDependencyChanged;
}
public void ResumeIntentions() {
@ -46,14 +48,23 @@ public class TurnIntentions<BaseCardT> where BaseCardT: BaseCard
private void UpdateState() {
int projectedEnergy = mEnergyPool.Energy;
// TODO: Account for emotions
mCardsToUse.Clear();
List<BaseCardT> hand = mDeck.GetHandPile();
for (int i = 0; i < hand.Count; i++) {
BaseCardT card = hand[i];
if (card.Owner.CanUseCard(card)
if (card.Type == CardType.Emotion && card.Owner.CanUseCard(card)) {
projectedEnergy ++;
mCardsToUse.Add(card);
break;
}
}
for (int i = 0; i < hand.Count; i++) {
BaseCardT card = hand[i];
if (card.Type != CardType.Emotion
&& card.Owner.CanUseCard(card)
&& projectedEnergy >= card.GetCost()) {
projectedEnergy -= card.GetCost();
mCardsToUse.Add(card);

View file

@ -1,9 +1,6 @@
Battle
- Animate rearrange hand after card is used
- Do not Highlight unusable cards
+ Make enemies play energy before anything else
+ Limit intentions to drop one energy
+ Account for one dropped energy in intentions
- Show on who enemies will use the cards
- Highlight which card is targeting
- Allow cancelling targeting