Exemplo n.º 1
0
    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);
            }
        }
    }