223 lines
6.8 KiB
C#
223 lines
6.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffectResolver
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{
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public HeroId[] heroIds;
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public MonsterId[] monsterIds;
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public CardId[] cardIds;
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public HeroInfoUI heroUIPrefab;
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public GameObject uiCanvas;
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public BattlePlayerControls battlePlayerControls;
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private HeroDeck heroDeck;
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private PlayArea playArea;
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public BattleHero[] heroes;
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private GameObject[] heroSprites;
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private HeroInfoUI[] heroUIs;
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public BattleMonster[] monsters;
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private GameObject[] monsterSprites;
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private HeroInfoUI[] monsterUIs;
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private bool heroTurn;
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private int maxEnergy;
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private int energy;
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void Awake() {
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heroes = new BattleHero[3];
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heroSprites = new GameObject[3];
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heroUIs = new HeroInfoUI[3];
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for (int i = 0; i < 3; i++) {
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HeroId id = heroIds[i];
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heroes[i] = new BattleHero(id);
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heroes[i].Init();
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heroSprites[i] = HeroDatabase.createHeroSprite(id);
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heroSprites[i].name = "Hero" + i + "_Sprite";
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heroSprites[i].transform.position = new Vector3(-1 + -3 + 3 * i, 0, 0);
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BattleParticipantSprite bps = heroSprites[i].AddComponent<BattleParticipantSprite>();
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bps.Init(battlePlayerControls, heroes[i]);
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bps.OnSpriteClicked += battlePlayerControls.NotifyParticipantSpriteClicked;
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heroUIs[i] = (HeroInfoUI) Instantiate(heroUIPrefab.gameObject, uiCanvas.transform).GetComponent(typeof(HeroInfoUI));
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heroUIs[i].Init(heroSprites[i], heroes[i]);
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}
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monsters = new BattleMonster[3];
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monsterSprites = new GameObject[3];
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monsterUIs = new HeroInfoUI[3];
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for (int i = 0; i < 3; i++) {
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MonsterId id = monsterIds[i];
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monsters[i] = MonsterDatabase.createMonsterScript(id);
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monsters[i].Init();
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monsterSprites[i] = MonsterDatabase.createMonsterSprite(id);
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monsterSprites[i].name = "Monster" + i + "_Sprite";
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monsterSprites[i].transform.position = new Vector3(+1 + -3 + 3 * i, 3, 0);
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BattleParticipantSprite bps = monsterSprites[i].AddComponent<BattleParticipantSprite>();
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bps.Init(battlePlayerControls, monsters[i]);
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bps.OnSpriteClicked += battlePlayerControls.NotifyParticipantSpriteClicked;
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monsterUIs[i] = (HeroInfoUI) Instantiate(heroUIPrefab.gameObject, uiCanvas.transform).GetComponent(typeof(HeroInfoUI));
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monsterUIs[i].Init(monsterSprites[i], monsters[i]);
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}
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BattleParticipant[] cardOwners = new BattleParticipant[this.cardIds.Length];
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for (int i = 0; i < this.cardIds.Length; i++) {
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cardOwners[i] = FindHeroByClass(CardDatabase.GetHeroIdOfCard(this.cardIds[i]));
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}
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this.heroDeck = new HeroDeck(this.cardIds, cardOwners);
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this.playArea = new PlayArea();
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this.battlePlayerControls.Init(this.heroDeck, this.playArea);
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this.battlePlayerControls.OnCardUsed += this.NotifyCardUsed;
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this.battlePlayerControls.OnTurnPassed += this.NotifyTurnPassed;
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this.heroDeck.OnHandPileChanged += this.battlePlayerControls.NotifyHandPileChanged;
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}
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private BattleParticipant FindHeroByClass(HeroId heroId) {
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foreach (BattleHero battleHero in this.heroes) {
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if (battleHero.GetId() == heroId) return battleHero;
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}
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return null;
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}
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// Start is called before the first frame update
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void Start()
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{
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DecideEnemyTarget();
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StartHeroTurn();
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}
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// Update is called once per frame
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void Update()
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{
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}
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private void StartHeroTurn() {
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this.heroTurn = true;
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this.energy = this.maxEnergy;
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foreach (BattleHero hero in this.heroes) {
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hero.ResetBlock();
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}
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this.heroDeck.DrawHand();
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this.battlePlayerControls.NotifyHandPileChanged();
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if (this.maxEnergy < 9) {
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this.maxEnergy++;
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this.energy++;
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}
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}
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private void StartEnemyTurn() {
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this.heroTurn = false;
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this.heroDeck.DiscardHand();
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foreach (BattleMonster monster in this.monsters) {
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monster.ResetBlock();
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}
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heroes[this.enemyTarget].DealDamage(2);
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DecideEnemyTarget();
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StartHeroTurn();
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}
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private int enemyTarget;
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private void DecideEnemyTarget() {
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this.enemyTarget = Random.Range(0, 3);
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Debug.Log("Will attack " + this.heroes[this.enemyTarget].GetDisplayName());
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}
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public void NotifyCardUsed(BaseCard card) {
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if (!CanUseCard(card)) {
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throw new System.InvalidOperationException("Cannot use card " + card.GetDisplayName());
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}
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StartCoroutine(UseCard(card));
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}
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public IEnumerator UseCard(BaseCard card) {
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yield return card.Use(this, battlePlayerControls);
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PayCardCost(card);
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this.heroDeck.RemoveCardFromHand(card);
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if (card.IsPermanent()) {
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this.playArea.AddPlayedHeroPermanent(card);
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} else {
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this.heroDeck.MoveCardToDiscard(card);
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}
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}
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public void NotifyTurnPassed() {
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if (this.heroTurn) {
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StartEnemyTurn();
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}
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}
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public bool CanUseCard(BaseCard card) {
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return this.heroTurn && this.energy >= card.GetCost();
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}
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private void PayCardCost(BaseCard card) {
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this.energy -= card.GetCost();
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}
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public int GetEnergy() {
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return this.energy;
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}
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public int GetMaxEnergy() {
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return this.maxEnergy;
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}
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public HeroDeck GetHeroDeck() {
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return this.heroDeck;
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}
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public PlayArea GetPlayArea() {
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return this.playArea;
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}
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// IBattleEffectApplier
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public void Apply(IBattleEffect effect) {
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effect.Apply(this);
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}
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// IBattleEffectResolver
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public void IncreaseHeroMaxEnergy(int delta) {
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this.maxEnergy += delta;
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}
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public void AcquireHeroCards(CardId[] cardIds, BattleZone zone, BattleHero owner) {
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foreach (CardId cardId in cardIds) {
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BaseCard acquiredCard = CardDatabase.CreateCard(cardId, owner);
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switch (zone) {
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case BattleZone.DrawPile:
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this.GetHeroDeck().PutCardOnTopOfDrawPile(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 (zone == BattleZone.DrawPile) {
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this.GetHeroDeck().ShuffleDrawPile();
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}
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}
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public void DealDamage(BattleParticipant target, int amount) {
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target.DealDamage(amount);
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}
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public void AddBlock(BattleParticipant target, int amount) {
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target.AddBlock(amount);
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}
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}
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