mixedcards/Assets/Battle/BattleController.cs
2020-10-23 00:16:34 -04:00

340 lines
12 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
public class BattleController : MonoBehaviour, IBattleEffectApplier
{
private bool STABLE_HAND_STYLE = true;
// Inspector public
public GameObject uiCanvas;
public BattlePlayerControls battlePlayerControls;
public EnergyUI heroEnergyUI;
public EnergyUI monsterEnergyUI;
public BattleSprites battleSprites;
// Private
private BattleState state;
private HandPlayability<HeroCard> heroHandPlayability;
private HandPlayability<MonsterCard> monsterHandPlayability;
private TurnIntentions<MonsterCard> monsterIntentions;
private IBattleEffectResolver effectResolver;
private delegate void BattleStateChangedAction();
private event BattleStateChangedAction OnBattleStateChanged;
void Awake() {
BattleParameters parameters = BattleSetup.RetrieveParameters();
if (parameters == null) {
Debug.Log("Using default battle");
parameters = CheatBattle.CreateParameters();
}
this.state = new BattleState(parameters);
this.heroEnergyUI.Init(this.state.HeroEnergy);
this.monsterEnergyUI.Init(this.state.MonsterEnergy);
this.battleSprites.Init(this.state.Heroes, this.state.Monsters, this.state);
this.heroHandPlayability = new HandPlayability<HeroCard>(
this.state, this.state.HeroEnergy, TeamChoice.Heroes, this.state.HeroDeck);
this.OnBattleStateChanged += this.heroHandPlayability.NotifyBattleStateChanged;
this.monsterHandPlayability = new HandPlayability<MonsterCard>(
this.state, this.state.MonsterEnergy, TeamChoice.Monsters, this.state.MonsterDeck);
this.OnBattleStateChanged += this.monsterHandPlayability.NotifyBattleStateChanged;
this.monsterIntentions = new TurnIntentions<MonsterCard>(
this.state.MonsterDeck, this.state.MonsterEnergy, this.monsterHandPlayability);
this.battlePlayerControls.Init(
this.state.HeroDeck, this.state.MonsterDeck, this.state.PlayArea, this.state.InsightLevel,
this.heroHandPlayability, this.monsterHandPlayability, this.monsterIntentions,
this.uiCanvas.transform.localScale.x);
this.effectResolver = new EffectResolver(this.state);
}
// Start is called before the first frame update
void Start()
{
StartCoroutine(RunBattleRounds());
CheatBattle cheat = new GameObject("CheatBattle").AddComponent<CheatBattle>();
cheat.OnWinCode += delegate {
BattleResult.FinishBattle(new BattleResult(true));
};
cheat.OnInsightCode += delegate {
this.state.InsightLevel.Modify(+5);
};
cheat.OnOneHPCode += delegate {
foreach (BattleMonster m in this.state.Monsters) {
if (m.IsAlive()) {
m.DealDamage(m.GetHP() - 1);
}
}
OnBattleStateChanged();
};
}
// Update is called once per frame
void Update()
{
}
private IEnumerator RunBattleRounds() {
if (STABLE_HAND_STYLE) {
this.state.HeroDeck.DrawCards(6);
this.state.MonsterDeck.DrawCards(6);
}
while (true) {
yield return RunBattleRound();
}
}
private IEnumerator RunBattleRound() {
this.state.Clock.AdvanceRound();
yield return this.RunActivatedTriggers();
this.state.HeroEnergy.Replenish();
this.state.MonsterEnergy.Replenish();
if (STABLE_HAND_STYLE) {
if (this.state.Clock.Now.RoundNumber > 1) {
this.state.HeroDeck.DrawCards(3);
this.state.MonsterDeck.DrawCards(3);
}
} else {
this.state.HeroDeck.DrawCards(5);
this.state.MonsterDeck.DrawCards(5);
}
yield return RunHeroTurn();
yield return RunMonsterTurn();
this.state.Clock.AdvanceToStep(RoundStep.EndOfRound);
yield return this.RunActivatedTriggers();
}
private IEnumerator RunHeroTurn() {
// Start of hero turn
this.state.Clock.AdvanceToStep(RoundStep.StartOfHeroTurn);
this.state.ClearEmotionPlayed();
OnBattleStateChanged();
this.monsterIntentions.ResumeIntentions();
foreach (BattleHero hero in this.state.Heroes) {
hero.ResetBlock();
}
OnBattleStateChanged();
yield return this.RunActivatedTriggers();
// Heroes act until they pass
while (true) {
PlayerAction playerAction = this.battlePlayerControls.RetrievePlayerAction();
if (playerAction != null) {
if (playerAction.IsTurnPassed()) {
break;
} else {
HeroCard card = playerAction.GetCardUsed();
yield return UseHeroCard(card);
// TODO: Implement a stack/queue to resolve triggers in order.
// Do this after the card resolution is over to avoid reentraint effects.
yield return this.RunActivatedTriggers();
CheckState();
OnBattleStateChanged();
}
} else {
yield return null;
}
}
// End of hero turn
yield return this.state.PlayArea.UseHeroDefaults(this.state.Heroes, this.state.ParticipantActivity, UseHeroDefault);
// TODO: Implement a stack/queue to resolve triggers in order.
// Do this after the card resolution is over to avoid reentraint effects.
yield return this.RunActivatedTriggers();
CheckState();
OnBattleStateChanged();
if (STABLE_HAND_STYLE) {
this.state.HeroDeck.DiscardInExcessOf(3);
} else {
this.state.HeroDeck.DiscardHand();
}
foreach (BattleHero hero in this.state.Heroes) {
hero.TickStatuses();
}
this.state.Clock.AdvanceToStep(RoundStep.EndOfHeroTurn);
yield return this.RunActivatedTriggers();
OnBattleStateChanged();
this.monsterIntentions.PauseIntentions();
}
private IEnumerator RunMonsterTurn() {
yield return new WaitForSeconds(0.5f);
// Start of monster turn
this.state.Clock.AdvanceToStep(RoundStep.StartOfMonsterTurn);
this.state.ClearEmotionPlayed();
foreach (BattleMonster monster in this.state.Monsters) {
monster.ResetBlock();
}
OnBattleStateChanged();
yield return this.RunActivatedTriggers();
yield return new WaitForSeconds(0.5f);
// Monsters play an emotion
List<MonsterCard> monsterHand = this.state.MonsterDeck.GetHandPile();
for (int i = 0; i < monsterHand.Count; i++) {
MonsterCard monsterCard = monsterHand[i];
if (monsterCard.Type == CardType.Emotion && CanUseMonsterCard(monsterCard)) {
yield return UseMonsterCard(monsterCard);
// TODO: Implement a stack/queue to resolve triggers in order.
// Do this after the card resolution is over to avoid reentraint effects.
yield return this.RunActivatedTriggers();
CheckState();
OnBattleStateChanged();
}
}
// 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);
anyCardPlayed = true;
// TODO: Implement a stack/queue to resolve triggers in order.
// Do this after the card resolution is over to avoid reentraint effects.
yield return this.RunActivatedTriggers();
CheckState();
OnBattleStateChanged();
}
}
// End of monster turn
if (STABLE_HAND_STYLE) {
this.state.MonsterDeck.DiscardInExcessOf(3);
} else {
this.state.MonsterDeck.DiscardHand();
}
foreach (BattleMonster monster in this.state.Monsters) {
monster.TickStatuses();
}
this.state.Clock.AdvanceToStep(RoundStep.EndOfMonsterTurn);
OnBattleStateChanged();
yield return this.RunActivatedTriggers();
}
private IEnumerator RunActivatedTriggers() {
yield return this.state.TriggerManager.RunActivatedTriggers(
this, this.state, this.battlePlayerControls);
}
private MonsterCard FirstMonsterActionToPlay() {
List<MonsterCard> monsterHand = monsterHand = this.state.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());
}
this.state.HeroEnergy.PayForCard(card);
this.state.HeroDeck.RemoveCardFromHand(card);
this.state.ParticipantActivity.NotifyParticipantUsedCard(card.Owner, card);
yield return card.Use(this, this.state, this.battlePlayerControls);
if (card.Type == CardType.Default) {
// Already added to playArea by effect
} else if (card.IsPermanent()) {
this.state.PlayArea.AddPlayedHeroPermanent(card);
} else if (card.IsEphemeral()) {
this.state.HeroDeck.MoveCardToOblivion(card);
} else {
this.state.HeroDeck.MoveCardToDiscard(card);
}
CheckState();
OnBattleStateChanged();
}
public IEnumerator UseHeroDefault(DefaultHeroCard card) {
if (!card.Owner.CanUseDefault()) {
yield break;
}
yield return card.UseDefault(this, this.state, this.battlePlayerControls);
CheckState();
OnBattleStateChanged();
}
public IEnumerator UseMonsterCard(MonsterCard card) {
this.state.MonsterEnergy.PayForCard(card);
this.state.MonsterDeck.RemoveCardFromHand(card);
this.state.ParticipantActivity.NotifyParticipantUsedCard(card.Owner, card);
yield return card.Use(this, this.state);
if (card.IsPermanent()) {
this.state.PlayArea.AddPlayedMonsterPermanent(card);
} else if (card.IsEphemeral()) {
this.state.MonsterDeck.MoveCardToOblivion(card);
} else {
this.state.MonsterDeck.MoveCardToDiscard(card);
}
yield return new WaitForSeconds(0.5f);
CheckState();
OnBattleStateChanged();
}
public bool CanUseHeroCard(HeroCard card) {
return this.heroHandPlayability.IsPlayableImmediately(card);
}
public bool CanUseMonsterCard(MonsterCard card) {
return this.monsterHandPlayability.IsPlayableImmediately(card);
}
private void CheckState() {
foreach (BattleParticipant p in this.state.Heroes) {
p.CheckState();
}
foreach (BattleParticipant p in this.state.Monsters) {
p.CheckState();
}
if (System.Array.TrueForAll(this.state.Heroes, h => !h.IsAlive())) {
BattleResult.FinishBattle(new BattleResult(false));
} else if (System.Array.TrueForAll(this.state.Monsters, m => !m.IsAlive())) {
BattleResult.FinishBattle(new BattleResult(true));
}
}
public BattleState State {get => this.state;}
// IBattleEffectApplier
public void Apply(IBattleEffect effect) {
effect.Apply(this.effectResolver);
}
}