static private void GenerateCardEffects(System.Random random, IHistogram model, CreatureModelIndex creatureModels, CardDescription cardDesc, double powerBudget, double powerMargin, double powerLimit) { // A trap card only has one trigger condition if (cardDesc.cardType == CardType.TRAP) { ProceduralUtils.GetRandomValue(random, model, CardEnums.GetValidFlags <TriggerCondition>(CardType.TRAP)); } int effectCount = 0; List <TriggerCondition> triggerBlacklist = new List <TriggerCondition>(); while ((cardDesc.PowerLevel() + PowerBudget.FLAT_EFFECT_COST) < powerBudget && effectCount < EffectConstants.MAX_CARD_EFFECTS) { // Generate effects CardEffectDescription cardEffect = new CardEffectDescription(); // Create effects with a power level ranging between using max limit of budget, or uniformly distributing the min budget double maxAllowableBudget = powerLimit - cardDesc.PowerLevel() - PowerBudget.FLAT_EFFECT_COST; double minAllowableBudget = (powerBudget - cardDesc.PowerLevel() - PowerBudget.FLAT_EFFECT_COST) / (EffectConstants.MAX_CARD_EFFECTS - effectCount); if (cardDesc.cardType == CardType.SPELL || (cardDesc.cardType == CardType.TRAP && effectCount > 0)) { // After the first condition of a trap or after casting a spell all further effects of // the card should just resolve so trigger cond is NONE cardEffect.triggerCondition = TriggerCondition.NONE; // If NONE has been blacklisted that means that there are no candidates for the remaining budget if (triggerBlacklist.Contains(TriggerCondition.NONE)) { //Debug.Log("No effects are valid for budget " + maxAllowableBudget); break; } } else { if (ProceduralUtils.FlagsExist(triggerBlacklist, CardEnums.GetValidFlags <TriggerCondition>(cardDesc.cardType))) { cardEffect.triggerCondition = ProceduralUtils.GetRandomValueExcluding(random, model, triggerBlacklist, CardEnums.GetValidFlags <TriggerCondition>(cardDesc.cardType)); } else { // No triggers available mean each trigger type has been blacklisted //Debug.Log("No effects are valid for budget " + maxAllowableBudget); break; } } double triggerBudgetModifier = PowerBudget.GetTriggerModifier(cardEffect.triggerCondition, cardDesc); maxAllowableBudget /= triggerBudgetModifier; minAllowableBudget /= triggerBudgetModifier; SortedSet <EffectType> candidatesWithinBudget = ProceduralUtils.GetEffectsWithinBudget(maxAllowableBudget); if (candidatesWithinBudget.Count == 0) { triggerBlacklist.Add(cardEffect.triggerCondition); Debug.Log("No effects are valid for budget " + maxAllowableBudget); continue; } bool validEffect = false; SortedSet <EffectType> effectCandidates = new SortedSet <EffectType>(CardEnums.GetValidFlags <EffectType>(cardEffect.triggerCondition).Intersect(candidatesWithinBudget)); effectCandidates.Remove(EffectType.NONE); while (!validEffect && effectCandidates.Count > 0) { EffectType effectType = ProceduralUtils.GetRandomValueExcluding(random, model, new EffectType[] { EffectType.NONE }, effectCandidates); // This means that there isn't an effect that meets this condition if (effectType == EffectType.NONE) { // Add to black list so we don't get multiple effects that trigger on same condition if (cardEffect.triggerCondition != TriggerCondition.NONE) { triggerBlacklist.Add(cardEffect.triggerCondition); } break; } validEffect = GenerateCardEffect(random, model, creatureModels, cardEffect, effectType, minAllowableBudget, maxAllowableBudget, true); } // This means that there isn't an effect that meets this condition if (validEffect) { cardDesc.cardEffects.Add(cardEffect); effectCount++; } else { Debug.Log("No valid effect could be generated for trigger <" + cardEffect.triggerCondition.ToString() + "> with budget " + maxAllowableBudget); } // Add to black list so we don't get multiple effects that trigger on same condition if (cardEffect.triggerCondition != TriggerCondition.NONE) { triggerBlacklist.Add(cardEffect.triggerCondition); } } // Generate a draw back while (cardDesc.PowerLevel() > powerMargin) { // TODO: Drawback should be one of, additional cost, negative effect, or negative modification to existing effect // For now just add additional negative effect CardEffectDescription cardEffect = new CardEffectDescription(); double maxAllowableBudget = (cardDesc.PowerLevel() - powerBudget - PowerBudget.FLAT_EFFECT_COST) / PowerBudget.DOWNSIDE_WEIGHT; double minAllowableBudget = (cardDesc.PowerLevel() - powerMargin - PowerBudget.FLAT_EFFECT_COST) / PowerBudget.DOWNSIDE_WEIGHT; if (cardDesc.cardType == CardType.SPELL || (cardDesc.cardType == CardType.TRAP && effectCount > 0)) { // After the first condition of a trap or after casting a spell all further effects of // the card should just resolve so trigger cond is NONE cardEffect.triggerCondition = TriggerCondition.NONE; // If NONE has been blacklisted that means that there are no candidates for the remaining budget if (triggerBlacklist.Contains(TriggerCondition.NONE)) { Debug.Log("No effects are valid for budget " + maxAllowableBudget); break; } } else { if (ProceduralUtils.FlagsExist(triggerBlacklist, CardEnums.GetValidFlags <TriggerCondition>(cardDesc.cardType))) { cardEffect.triggerCondition = ProceduralUtils.GetRandomValueExcluding(random, model, triggerBlacklist, CardEnums.GetValidFlags <TriggerCondition>(cardDesc.cardType)); } else { // No triggers available mean each trigger type has been blacklisted Debug.Log("No effects are valid for budget " + maxAllowableBudget); break; } } double triggerBudgetModifier = PowerBudget.GetTriggerModifier(cardEffect.triggerCondition, cardDesc); maxAllowableBudget /= triggerBudgetModifier; minAllowableBudget /= triggerBudgetModifier; SortedSet <EffectType> candidatesWithinBudget = ProceduralUtils.GetEffectsWithinBudget(maxAllowableBudget); if (candidatesWithinBudget.Count == 0) { triggerBlacklist.Add(cardEffect.triggerCondition); Debug.Log("No effects are valid for budget " + maxAllowableBudget); continue; } bool validEffect = false; SortedSet <EffectType> effectCandidates = new SortedSet <EffectType>(CardEnums.GetValidFlags <EffectType>(cardEffect.triggerCondition).Intersect(candidatesWithinBudget)); effectCandidates.Remove(EffectType.NONE); while (!validEffect && effectCandidates.Count > 0) { EffectType effectType = ProceduralUtils.GetRandomValueExcluding(random, model, new EffectType[] { EffectType.NONE }, effectCandidates); // This means that there isn't an effect that meets this condition if (effectType == EffectType.NONE) { // Add to black list so we don't get multiple effects that trigger on same condition if (cardEffect.triggerCondition != TriggerCondition.NONE) { triggerBlacklist.Add(cardEffect.triggerCondition); } break; } validEffect = GenerateCardEffect(random, model, creatureModels, cardEffect, effectType, minAllowableBudget, maxAllowableBudget, false); } // This means that there isn't an effect that meets this condition if (validEffect) { cardDesc.cardEffects.Add(cardEffect); break; } else { Debug.Log("No valid effect could be generated for trigger <" + cardEffect.triggerCondition.ToString() + "> with budget " + -maxAllowableBudget); } // Add to black list so we don't get multiple effects that trigger on same condition if (cardEffect.triggerCondition != TriggerCondition.NONE) { triggerBlacklist.Add(cardEffect.triggerCondition); } } }