Implement Molotov Cocktail
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938a56231a
commit
a37adf2972
17 changed files with 255 additions and 20 deletions
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@ -97,6 +97,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier
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private IEnumerator RunBattleRound() {
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this.state.Clock.AdvanceRound();
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yield return this.RunActivatedTriggers();
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this.state.HeroEnergy.Replenish();
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this.state.MonsterEnergy.Replenish();
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@ -116,6 +117,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier
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yield return RunMonsterTurn();
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this.state.Clock.AdvanceToStep(RoundStep.EndOfRound);
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yield return this.RunActivatedTriggers();
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}
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private IEnumerator RunHeroTurn() {
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@ -129,6 +131,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier
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hero.ResetBlock();
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}
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OnBattleStateChanged();
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yield return this.RunActivatedTriggers();
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// Heroes act until they pass
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while (true) {
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@ -142,7 +145,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier
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// TODO: Implement a stack/queue to resolve triggers in order.
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// Do this after the card resolution is over to avoid reentraint effects.
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this.state.TriggerManager.RunActivatedTriggers(this);
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yield return this.RunActivatedTriggers();
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CheckState();
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OnBattleStateChanged();
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}
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@ -155,7 +158,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier
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yield return this.state.PlayArea.UseHeroDefaults(this.state.Heroes, this.state.ParticipantActivity, UseHeroDefault);
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// TODO: Implement a stack/queue to resolve triggers in order.
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// Do this after the card resolution is over to avoid reentraint effects.
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this.state.TriggerManager.RunActivatedTriggers(this);
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yield return this.RunActivatedTriggers();
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CheckState();
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OnBattleStateChanged();
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@ -169,6 +172,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier
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}
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this.state.Clock.AdvanceToStep(RoundStep.EndOfHeroTurn);
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yield return this.RunActivatedTriggers();
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OnBattleStateChanged();
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this.monsterIntentions.PauseIntentions();
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@ -184,6 +188,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier
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monster.ResetBlock();
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}
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OnBattleStateChanged();
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yield return this.RunActivatedTriggers();
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yield return new WaitForSeconds(0.5f);
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// Monsters play an emotion
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@ -195,7 +200,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier
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// TODO: Implement a stack/queue to resolve triggers in order.
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// Do this after the card resolution is over to avoid reentraint effects.
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this.state.TriggerManager.RunActivatedTriggers(this);
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yield return this.RunActivatedTriggers();
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CheckState();
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OnBattleStateChanged();
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}
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@ -213,7 +218,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier
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// TODO: Implement a stack/queue to resolve triggers in order.
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// Do this after the card resolution is over to avoid reentraint effects.
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this.state.TriggerManager.RunActivatedTriggers(this);
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yield return this.RunActivatedTriggers();
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CheckState();
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OnBattleStateChanged();
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}
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@ -231,6 +236,12 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier
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this.state.Clock.AdvanceToStep(RoundStep.EndOfMonsterTurn);
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OnBattleStateChanged();
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yield return this.RunActivatedTriggers();
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}
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private IEnumerator RunActivatedTriggers() {
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yield return this.state.TriggerManager.RunActivatedTriggers(
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this, this.state, this.battlePlayerControls);
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}
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private MonsterCard FirstMonsterActionToPlay() {
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