private EUpdateFlags DetectSwapOnGameStart() { EUpdateFlags updateFlags = EUpdateFlags.None; deckRed.SetSwappedCard(null, -1); for (int Idx = 0; Idx < deckBlue.cards.Length; Idx++) { if (deckBlue.cards[Idx] == null) { Logger.WriteLine("DetectSwapOnGameStart: found empty blue card, skipping"); return(updateFlags); } } bool bDetectedSuddenDeath = bHasRestartRule && IsSuddenDeathRestart(deckRed); if (bDetectedSuddenDeath) { Logger.WriteLine(">> ignore swap checks"); return(updateFlags); } // store initial blue deck { if (blueDeckHistory.Count > 10) { blueDeckHistory.RemoveAt(0); } TriadCard[] copyCards = new TriadCard[deckBlue.cards.Length]; Array.Copy(deckBlue.cards, copyCards, copyCards.Length); blueDeckHistory.Add(copyCards); Logger.WriteLine("Storing blue deck at[" + blueDeckHistory.Count + "]: " + deckBlue); } int blueSwappedCardIdx = -1; int redSwappedCardIdx = -1; TriadCard blueSwappedCard = null; bool bHasSwappedCard = FindSwappedCardVisible(deckBlue.cards, gameState.board, deckRed, out blueSwappedCardIdx, out redSwappedCardIdx, out blueSwappedCard); if (!bHasSwappedCard) { bHasSwappedCard = FindSwappedCard(deckBlue.cards, playerDeckPattern, deckRed, out blueSwappedCardIdx, out redSwappedCardIdx, out blueSwappedCard); if (!bHasSwappedCard) { TriadCard[] commonCards = FindCommonCards(blueDeckHistory); if (commonCards != null) { bHasSwappedCard = FindSwappedCard(deckBlue.cards, commonCards, deckRed, out blueSwappedCardIdx, out redSwappedCardIdx, out blueSwappedCard); } } } if (bHasSwappedCard) { // deck blue doesn't need updates, it already has all cards visible // deck red needs to know which card is not longer available and which one is new deckRed.SetSwappedCard(blueSwappedCard, redSwappedCardIdx); swappedBlueCardIdx = blueSwappedCardIdx; updateFlags |= EUpdateFlags.SwapHints; } else { swappedBlueCardIdx = -1; updateFlags |= EUpdateFlags.SwapWarning; } return(updateFlags); }
public EUpdateFlags OnNewScan(ScreenshotAnalyzer.GameStateTriad screenGame, TriadNpc selectedNpc) { EUpdateFlags updateFlags = EUpdateFlags.None; // check if game from screenshot can be continuation of cached one // is current state a continuation of last one? // ideally each blue turn is a capture until game resets = any card disappears from board // guess work for adding sense of persistence to screen decks bool bContinuesPrevState = (deckRed.deck == selectedNpc.Deck) && (lastScanNpc == selectedNpc); if (bContinuesPrevState) { for (int Idx = 0; Idx < gameState.board.Length; Idx++) { bool bWasNull = gameState.board[Idx] == null; bool bIsNull = screenGame.board[Idx] == null; if (!bWasNull && bIsNull) { bContinuesPrevState = false; Logger.WriteLine("Can't continue previous state: board[" + Idx + "] disappeared "); } } } else { Logger.WriteLine("Can't continue previous state: npc changed"); } bool bModsChanged = (gameSession.modifiers.Count != screenGame.mods.Count) || !gameSession.modifiers.All(screenGame.mods.Contains); if (bModsChanged) { bHasSwapRule = false; bHasRestartRule = false; bHasOpenRule = false; gameSession.modifiers.Clear(); gameSession.modifiers.AddRange(screenGame.mods); gameSession.specialRules = ETriadGameSpecialMod.None; gameSession.modFeatures = TriadGameModifier.EFeature.None; foreach (TriadGameModifier mod in gameSession.modifiers) { gameSession.modFeatures |= mod.GetFeatures(); // swap rule is bad for screenshot based analysis, no good way of telling what is out of place if (mod is TriadGameModifierSwap) { bHasSwapRule = true; } else if (mod is TriadGameModifierSuddenDeath) { bHasRestartRule = true; } else if (mod is TriadGameModifierAllOpen) { bHasOpenRule = true; } } updateFlags |= EUpdateFlags.Modifiers; bContinuesPrevState = false; Logger.WriteLine("Can't continue previous state: modifiers changed"); deckRed.SetSwappedCard(null, -1); } // wipe blue deck history when playing with new npc (or region modifiers have changed) bool bRemoveBlueHistory = bModsChanged || (lastScanNpc != selectedNpc); if (bRemoveBlueHistory) { blueDeckHistory.Clear(); if (bHasSwapRule) { Logger.WriteLine("Blue deck history cleared"); } } bool bRedDeckChanged = (lastScanNpc != selectedNpc) || !IsDeckMatching(deckRed, screenGame.redDeck) || (deckRed.deck != selectedNpc.Deck); if (bRedDeckChanged) { updateFlags |= EUpdateFlags.RedDeck; deckRed.deck = selectedNpc.Deck; lastScanNpc = selectedNpc; // needs to happen before any changed to board (gameState) UpdateAvailableRedCards(deckRed, screenGame.redDeck, screenGame.blueDeck, screenGame.board, deckBlue.cards, gameState.board, bContinuesPrevState); } bool bBlueDeckChanged = !IsDeckMatching(deckBlue, screenGame.blueDeck); if (bBlueDeckChanged) { updateFlags |= EUpdateFlags.BlueDeck; deckBlue.UpdateAvailableCards(screenGame.blueDeck); } gameSession.forcedBlueCard = screenGame.forcedBlueCard; gameState.state = ETriadGameState.InProgressBlue; gameState.deckBlue = deckBlue; gameState.deckRed = deckRed; gameState.numCardsPlaced = 0; bool bBoardChanged = false; for (int Idx = 0; Idx < gameState.board.Length; Idx++) { bool bWasNull = gameState.board[Idx] == null; bool bIsNull = screenGame.board[Idx] == null; if (bWasNull && !bIsNull) { bBoardChanged = true; gameState.board[Idx] = new TriadCardInstance(screenGame.board[Idx], screenGame.boardOwner[Idx]); Logger.WriteLine(" board update: [" + Idx + "] " + gameState.board[Idx].owner + ": " + gameState.board[Idx].card.Name); } else if (!bWasNull && bIsNull) { bBoardChanged = true; gameState.board[Idx] = null; } else if (!bWasNull && !bIsNull) { if (gameState.board[Idx].owner != screenGame.boardOwner[Idx] || gameState.board[Idx].card != screenGame.board[Idx]) { bBoardChanged = true; gameState.board[Idx] = new TriadCardInstance(screenGame.board[Idx], screenGame.boardOwner[Idx]); } } gameState.numCardsPlaced += (gameState.board[Idx] != null) ? 1 : 0; } if (bBoardChanged) { updateFlags |= EUpdateFlags.Board; foreach (TriadGameModifier mod in gameSession.modifiers) { mod.OnScreenUpdate(gameState); } } // start of game, do additional checks when swap rule is active if (bHasSwapRule && gameState.numCardsPlaced <= 1) { updateFlags |= DetectSwapOnGameStart(); } Logger.WriteLine("OnNewScan> board:" + (bBoardChanged ? "changed" : "same") + ", blue:" + (bBlueDeckChanged ? "changed" : "same") + ", red:" + (bRedDeckChanged ? "changed" : "same") + ", mods:" + (bModsChanged ? "changed" : "same") + ", continuePrev:" + bContinuesPrevState + " => " + ((updateFlags != EUpdateFlags.None) ? ("UPDATE[" + updateFlags + "]") : "skip")); return(updateFlags); }