Files
Continentis/Assets/Scripts/MainGame/Character/CharacterSubmodules/DeckSubmodule.cs
SoulliesOfficial b54c5f796b 修复
2025-12-11 17:25:49 -05:00

265 lines
11 KiB
C#

using System;
using System.Linq;
using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Commands;
using DG.Tweening;
using SLSFramework.General;
using UniRx;
using UnityEngine;
namespace Continentis.MainGame.Character
{
public partial class DeckSubmodule : SubmoduleBase<CharacterBase>
{
public Dictionary<string, List<CardInstance>> piles;
public DeckSubmodule(CharacterBase character) : base(character)
{
piles = new Dictionary<string, List<CardInstance>>();
piles.Add("Storage", new List<CardInstance>());
piles.Add("Hand", new List<CardInstance>());
piles.Add("Draw", new List<CardInstance>());
piles.Add("Discard", new List<CardInstance>());
piles.Add("Exhaust", new List<CardInstance>());
piles.Add("Grave", new List<CardInstance>());
piles.Add("Pool", new List<CardInstance>());
piles.Add("Intention", new List<CardInstance>());
}
}
public partial class DeckSubmodule
{
public void SetUpHandCardViews()
{
DrawPile.ForEach(card=> card.GenerateHandCardView(CombatUIManager.Instance.combatMainPage.drawPile));
HandPile.ForEach(card =>
{
if(!card.playSubmodule.isDuringPlayEffect)
card.GenerateHandCardView(CombatUIManager.Instance.combatMainPage.handPile);
});
DiscardPile.ForEach(c=>c.GenerateHandCardView(CombatUIManager.Instance.combatMainPage.discardPile));
ExhaustPile.ForEach(c=>c.GenerateHandCardView(CombatUIManager.Instance.combatMainPage.exhaustPile));
}
/// <summary>
/// 抽取指定数量的卡牌,返回一个包含抽牌指令的指令组。
/// </summary>
public CommandGroup DrawCards(int cardCount, float interval = 0.1f)
{
if (owner.statusSubmodule.HasStatus(StatusType.Heavy)) //沉重状态无法抽牌
{
MainGameManager.GenerateInfoText("Heavy: Can not draw cards", owner.characterView);
return new CommandGroup(ExecutionMode.Sequential);
}
if (cardCount > DrawPile.Count && DiscardPile.Count > 0)
{
Debug.Log("抽牌堆牌数不足,且弃牌堆有牌,正在洗牌...");
ReshuffleDeck();
}
Debug.Log($"准备抽取 {cardCount} 张卡牌。");
CommandContext context = new CommandContext();
CommandGroup drawCardsGroup = new CommandGroup(ExecutionMode.Sequential, context,
new Cmd_DrawCards(this, cardCount, interval),
new Cmd_Function(0, () =>
{
//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 抽牌后的处理
}));
return drawCardsGroup;
}
/// <summary>
/// 从指令组的上下文中获取抽到的卡牌列表。
/// </summary>
public List<CardInstance> GetDrawnCards(CommandGroup drawCardsGroup)
{
CommandContext context = drawCardsGroup.groupContext;
return context.GetInfo<List<CardInstance>>("DrawnCards");
}
public void PlayCard(CardInstance card, List<CharacterBase> targetList)
{
card.Play(targetList, owner);
}
public CommandGroup DiscardCard(CardInstance card, bool initiative, float interval = 0.1f)
{
CommandContext context = new CommandContext();
CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context,
new Cmd_DiscardCards(card.deck, new List<CardInstance>() { card }, initiative, interval),
new Cmd_Function(0, () =>
{
CombatUIManager.Instance.combatMainPage.teamSwitchButton.UpdateTeamPileText(owner.team);
//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 弃牌后的处理
}));
return discardCardGroup;
}
public CommandGroup DiscardCards(List<CardInstance> cards,bool initiative, float interval = 0.1f)
{
Dictionary<DeckSubmodule, List<CardInstance>> groupedCards = cards.GroupBy(card => card.deck)
.ToDictionary(group => group.Key, group => group.ToList());
CommandContext context = new CommandContext();
CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context);
foreach (var kvp in groupedCards)
{
discardCardGroup.AddCommand(new Cmd_DiscardCards(kvp.Key, kvp.Value, initiative, interval));
}
discardCardGroup.AddCommand(new Cmd_Function(0, () =>
{
CombatUIManager.Instance.combatMainPage.teamSwitchButton.UpdateTeamPileText(owner.team);
//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 弃牌后的处理
}));
return discardCardGroup;
}
public CommandGroup ExhaustCard(CardInstance card, float interval = 0.1f)
{
CommandContext context = new CommandContext();
CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context,
new Cmd_ExhaustCards(owner is PlayerHero, card.deck, new List<CardInstance>() { card }, interval),
new Cmd_Function(0, () =>
{
CombatUIManager.Instance.combatMainPage.teamSwitchButton.UpdateTeamPileText(owner.team);
//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 消耗牌后的处理
}));
return discardCardGroup;
}
public CommandGroup ExhaustCards(List<CardInstance> cards, float interval = 0.1f)
{
Dictionary<DeckSubmodule, List<CardInstance>> groupedCards = cards.GroupBy(card => card.deck)
.ToDictionary(group => group.Key, group => group.ToList());
CommandContext context = new CommandContext();
CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context);
foreach (var kvp in groupedCards)
{
discardCardGroup.AddCommand(new Cmd_ExhaustCards(owner is PlayerHero, kvp.Key, kvp.Value, interval));
}
discardCardGroup.AddCommand(new Cmd_Function(0, () =>
{
CombatUIManager.Instance.combatMainPage.teamSwitchButton.UpdateTeamPileText(owner.team);
//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 弃牌后的处理
}));
return discardCardGroup;
}
public CommandGroup UsePowerCard(CardInstance card, float interval = 0.1f)
{
CommandContext context = new CommandContext();
CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context,
new Cmd_UsePowerCards(owner is PlayerHero, card.deck, new List<CardInstance>() { card }, interval),
new Cmd_Function(0, () =>
{
CombatUIManager.Instance.combatMainPage.teamSwitchButton.UpdateTeamPileText(owner.team);
//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 消耗牌后的处理
}));
return discardCardGroup;
}
public CommandGroup UsePowerCards(List<CardInstance> cards, float interval = 0.1f)
{
Dictionary<DeckSubmodule, List<CardInstance>> groupedCards = cards.GroupBy(card => card.deck)
.ToDictionary(group => group.Key, group => group.ToList());
CommandContext context = new CommandContext();
CommandGroup discardCardGroup = new CommandGroup(ExecutionMode.Sequential, context);
foreach (var kvp in groupedCards)
{
discardCardGroup.AddCommand(new Cmd_UsePowerCards(owner is PlayerHero, kvp.Key, kvp.Value, interval));
}
discardCardGroup.AddCommand(new Cmd_Function(0, () =>
{
CombatUIManager.Instance.combatMainPage.teamSwitchButton.UpdateTeamPileText(owner.team);
//Debug.Log((context.sharedInfo["DrawnCards"] as List<CardInstance>).Count); //TODO: 弃牌后的处理
}));
return discardCardGroup;
}
public void ReshuffleDeck(float interval = 0.1f)
{
CommandQueueManager.Instance.AddCommand(new Cmd_ReshuffleDeck(this, interval));
}
}
public partial class DeckSubmodule
{
public KeyValuePair<string, List<CardInstance>> GetCardLocation(CardInstance card, out int index)
{
index = -1;
foreach (KeyValuePair<string, List<CardInstance>> pile in piles)
{
index = pile.Value.IndexOf(card);
if (index != -1)
{
return pile;
}
}
throw new Exception("Card not found in any pile.");
}
public void TransferCard(string pileName, int index, CardInstance card)
{
List<CardInstance> pile = Pile(pileName);
pile.Transfer(card, index);
card.cardLocation = new CardLocation(pileName, index);
}
public void TransferCard(string fromPileName, string toPileName, CardInstance card)
{
List<CardInstance> fromPile = Pile(fromPileName);
List<CardInstance> toPile = Pile(toPileName);
fromPile.Transfer(toPile, card);
card.cardLocation = new CardLocation(toPileName, toPile.IndexOf(card));
}
public void TransferCard(List<CardInstance> fromPile, List<CardInstance> toPile, CardInstance card)
{
fromPile.Transfer(toPile, card);
card.cardLocation = new CardLocation(GetCardLocation(card, out _).Key, toPile.IndexOf(card));
}
public List<CardInstance> GetAllCards()
{
List<CardInstance> allCards = new List<CardInstance>();
foreach (KeyValuePair<string, List<CardInstance>> pile in piles)
{
allCards.AddRange(pile.Value);
}
return allCards;
}
}
public partial class DeckSubmodule
{
public List<CardInstance> Pile(string pileName)
{
if (piles.TryGetValue(pileName, out List<CardInstance> pile))
{
return pile;
}
throw new KeyNotFoundException($"Pile '{pileName}' not found.");
}
public List<CardInstance> StoragePile => Pile("Storage");
public List<CardInstance> HandPile => Pile("Hand");
public List<CardInstance> DrawPile => Pile("Draw");
public List<CardInstance> DiscardPile => Pile("Discard");
public List<CardInstance> ExhaustPile => Pile("Exhaust");
public List<CardInstance> GravePile => Pile("Grave");
public List<CardInstance> PoolPile => Pile("Pool");
public List<CardInstance> IntentionPile => Pile("Intention");
}
}