using System.Collections.Generic; using System.Linq; using KernelPanic.Core; using KernelPanic.Data; namespace KernelPanic.Combat { public sealed class DealDamageEffect : ICardEffect { private readonly int _minAmount; private readonly int _maxAmount; private readonly Language _language; private readonly bool _trueDamage; private readonly bool _canCrit; private readonly bool _allEnemies; public DealDamageEffect(int minAmount, int maxAmount, Language language, bool trueDamage = false, bool canCrit = false, bool allEnemies = false) { _minAmount = minAmount; _maxAmount = maxAmount; _language = language; _trueDamage = trueDamage; _canCrit = canCrit; _allEnemies = allEnemies; } public void Execute(CombatContext context) { IReadOnlyList targets = _allEnemies ? context.Enemies.Where(enemy => enemy.State != null && !enemy.State.IsDefeated).Select(enemy => enemy.State).ToList() : context.Targets; if (StatusEffectController.Has(context.Source, StatusType.RaceCondition) && targets.Count > 1) { targets = ShuffleTargets(targets, context.Source); } for (int i = 0; i < targets.Count; i++) { CombatantState target = targets[i]; if (target == null || target.IsDefeated) { continue; } int minAmount = UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(_minAmount, context), context.Card); int maxAmount = UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(_maxAmount, context), context.Card); int amount = minAmount == maxAmount ? minAmount : RandomRoll.RollRange(minAmount, maxAmount, new RollContext(context.Source)); context.DamagePipeline.DealDamage(new DamageRequest(context.Source, target, amount, _language, _trueDamage, _canCrit)); } } private static IReadOnlyList ShuffleTargets(IReadOnlyList targets, CombatantState source) { List shuffled = targets.ToList(); for (int i = shuffled.Count - 1; i > 0; i--) { int swapIndex = RandomRoll.RollRange(0, i, new RollContext(source)); (shuffled[i], shuffled[swapIndex]) = (shuffled[swapIndex], shuffled[i]); } return shuffled; } } public sealed class ShieldEffect : ICardEffect { private readonly int _amount; public ShieldEffect(int amount) { _amount = amount; } public void Execute(CombatContext context) { int amount = UpgradeMath.ScaleShield(UpgradeMath.ApplySourceFlatBonus(_amount, context), context.Card); context.Source.Shield += amount; context.CombatManager.ReportEffectResult($"gained {amount} shield"); } } public sealed class ChanceDamageEffect : ICardEffect { private readonly int _damageAmount; private readonly int _successPercent; private readonly Language _language; public ChanceDamageEffect(int damageAmount, int successPercent, Language language) { _damageAmount = damageAmount; _successPercent = successPercent; _language = language; } public void Execute(CombatContext context) { for (int i = 0; i < context.Targets.Count; i++) { CombatantState target = context.Targets[i]; if (target == null || target.IsDefeated) { continue; } int roll = RandomRoll.RollRange(1, 100, new RollContext(context.Source)); int damageAmount = UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(_damageAmount, context), context.Card); int amount = roll <= _successPercent ? damageAmount : 0; context.DamagePipeline.DealDamage(new DamageRequest(context.Source, target, amount, _language, false, false)); context.CombatManager.ReportEffectResult(amount == 0 ? "typeof -> NaN (0)" : $"typeof -> {amount}"); } } } public sealed class ApplyStatusEffect : ICardEffect { private readonly StatusType _statusType; private readonly int _stacks; private readonly int _duration; private readonly bool _targetSelf; private readonly bool _skipNextTick; public ApplyStatusEffect(StatusType statusType, int stacks, int duration, bool targetSelf, bool skipNextTick = false) { _statusType = statusType; _stacks = stacks; _duration = duration; _targetSelf = targetSelf; _skipNextTick = skipNextTick; } public void Execute(CombatContext context) { if (_targetSelf) { context.StatusEffects.Apply(context.Source, _statusType, UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(_stacks, context), context.Card), _duration, context.Source, _skipNextTick); return; } for (int i = 0; i < context.Targets.Count; i++) { context.StatusEffects.Apply(context.Targets[i], _statusType, UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(_stacks, context), context.Card), _duration, context.Source, _skipNextTick); } } } public sealed class CleanseEffect : ICardEffect { private readonly bool _harmfulOnly; public CleanseEffect(bool harmfulOnly) { _harmfulOnly = harmfulOnly; } public void Execute(CombatContext context) { if (_harmfulOnly) { context.StatusEffects.CleanseHarmful(context.Source); } } } public sealed class DrawEffect : ICardEffect { private readonly int _count; public DrawEffect(int count) { _count = count; } public void Execute(CombatContext context) { int room = context.HandController.RamCapacity - context.HandController.Cards.Count; if (room <= 0) { context.CombatManager.ReportEffectResult("hand full: drew 0"); return; } // RAM is a hard hand cap. Draw effects only pull cards that can fit; blocked cards stay in the draw pile. int baseCount = _count; if (context.Card?.Definition?.Id == "ubuntu_ask_ubuntu" && string.Equals(context.CombatManager.RunConfig?.Distro?.Id, "ubuntu", System.StringComparison.OrdinalIgnoreCase) && context.CombatManager.RunConfig.DistroVersion >= 3) { baseCount = 3; } int requested = UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(baseCount, context), context.Card); int drawCount = UnityEngine.Mathf.Min(requested, room); IReadOnlyList drawn = context.DeckController.Draw(drawCount); int added = 0; for (int i = 0; i < drawn.Count; i++) { if (context.HandController.Add(drawn[i])) { added++; } } string capped = drawCount < requested ? " (hand full)" : string.Empty; context.CombatManager.ReportEffectResult($"drew {added}{capped}"); } } public sealed class UpgradeHandCardsEffect : ICardEffect { private readonly int _minCount; private readonly int _maxCount; public UpgradeHandCardsEffect(int minCount, int maxCount) { _minCount = minCount; _maxCount = maxCount; } public void Execute(CombatContext context) { int minCount = UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(_minCount, context), context.Card); int maxCount = UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(_maxCount, context), context.Card); int targetCount = minCount == maxCount ? minCount : RandomRoll.RollRange(minCount, maxCount, new RollContext(context.Source)); List candidates = context.HandController.Cards .Where(card => card != null && card.CanUpgrade) .ToList(); int upgraded = 0; while (upgraded < targetCount && candidates.Count > 0) { int index = RandomRoll.RollRange(0, candidates.Count - 1, new RollContext(context.Source)); CardInstance card = candidates[index]; candidates.RemoveAt(index); if (card.Upgrade()) { upgraded++; } } context.CombatManager.ReportEffectResult(upgraded == 0 ? "no cards upgraded" : $"upgraded {upgraded} card(s)"); } } public sealed class GenerateCardEffect : ICardEffect { private readonly Language _language; private readonly Rarity _rarity; public GenerateCardEffect(Language language, Rarity rarity) { _language = language; _rarity = rarity; } public void Execute(CombatContext context) { if (context.HandController.Cards.Count >= context.HandController.RamCapacity) { context.CombatManager.ReportEffectResult("hand full: generated 0"); return; } if (!context.CombatManager.TryCreateGeneratedCard(_language, _rarity, out CardInstance generatedCard)) { context.CombatManager.ReportEffectResult($"no {_rarity.ToString().ToLowerInvariant()} {_language} card pool"); return; } if (context.HandController.Add(generatedCard)) { context.CombatManager.ReportEffectResult($"generated {GetCardName(generatedCard)} at 0c"); } else { context.CombatManager.ReportEffectResult("hand full: generated 0"); } } private static string GetCardName(CardInstance card) { if (card?.Definition == null) { return "--"; } return string.IsNullOrWhiteSpace(card.Definition.DisplayName) ? card.Definition.Id : card.Definition.DisplayName; } } public sealed class NoOpCardEffect : ICardEffect { private readonly string _todo; public NoOpCardEffect(string todo) { _todo = todo; } public void Execute(CombatContext context) { context.CombatManager.LogEffectTodo(context.Card, _todo); } } public static class CardEffectFactory { public static IReadOnlyList CreateEffects(CardDefinition definition) { List serializedEffects = CreateSerializedEffects(definition); if (serializedEffects.Count > 0) { return serializedEffects; } return definition?.Id switch { "lang_py_print" => One(new DealDamageEffect(3, 3, Language.Python)), "lang_py_import_antigravity" => One(new DrawEffect(2)), "lang_py_for_loop" => One(new DealDamageEffect(2, 2, Language.Python, allEnemies: true)), "lang_js_console_log" => One(new DealDamageEffect(3, 9, Language.JavaScript)), "lang_js_fetch" => One(new DealDamageEffect(5, 13, Language.JavaScript)), "ubuntu_ask_ubuntu" => One(new DrawEffect(2)), "ubuntu_unattended_upgrades" => new ICardEffect[] { new ShieldEffect(4), new ApplyStatusEffect(StatusType.UnattendedUpgrades, 4, 2, targetSelf: true, skipNextTick: true) }, "mint_fix_broken" => new ICardEffect[] { new DealDamageEffect(8, 8, Language.JavaScript), new CleanseEffect(harmfulOnly: true) }, "lang_js_typeof" => One(new ChanceDamageEffect(8, 75, Language.JavaScript)), "shop_py_list_append" => One(new DealDamageEffect(4, 4, Language.Python)), "shop_py_async_def" => One(new DrawEffect(2)), "shop_py_zip" => Todo("TODO: zip() needs queue-effect-multiply support."), "shop_js_math_random" => One(new DealDamageEffect(2, 20, Language.JavaScript)), "shop_js_promise_all" => new ICardEffect[] { new DealDamageEffect(4, 10, Language.JavaScript), new DealDamageEffect(4, 10, Language.JavaScript), new DealDamageEffect(4, 10, Language.JavaScript) }, "shop_js_spread" => Todo("TODO: spread ... needs card-copy support."), "ubuntu_snap_install" => Todo("TODO: snap install needs token/junk insertion system."), "ubuntu_do_release_upgrade" => One(new UpgradeHandCardsEffect(1, 3)), "ubuntu_apt_install" => One(new GenerateCardEffect(Language.Python, Rarity.Common)), "ubuntu_pro_trial" => Todo("TODO: ubuntu pro trial needs unplayable token handling."), "mint_update_manager" => Todo("TODO: update manager needs delayed repeat system."), "mint_cinnamon" => Todo("TODO: cinnamon needs shield effect support."), "mint_nemo" => Todo("TODO: nemo needs conditional repeat based on shield."), "mint_timeshift" => Todo("TODO: timeshift snapshot V3 needs delayed restore system before threshold/restore can be upgraded."), "fedora_borrow_checker" => Todo("TODO: borrow checker needs shield and first-card tracking."), "fedora_cargo_build" => Todo("TODO: cargo build --release needs overkill-to-shield handling."), "fedora_dnf_update" => Todo("TODO: dnf update needs Java played count and cost mutation."), "fedora_rawhide" => Todo("TODO: rawhide V3 needs permanent damage-growth doubling after growth effects exist."), "fedora_selinux" => Todo("TODO: SELinux enforcing needs enemy attack mitigation statuses."), _ => Todo("TODO: card effect is not implemented yet.") }; } public static bool RequiresSingleTarget(CardDefinition definition) { return definition?.Id is "lang_js_console_log" or "lang_js_fetch" or "lang_js_typeof" or "mint_fix_broken" or "shop_py_list_append" or "shop_js_math_random" or "shop_js_promise_all"; } public static bool TargetsAllEnemies(CardDefinition definition) { return definition?.Id is "lang_py_for_loop"; } private static List CreateSerializedEffects(CardDefinition definition) { List effects = new(); if (definition?.Effects == null) { return effects; } for (int i = 0; i < definition.Effects.Count; i++) { ICardEffect effect = definition.Effects[i] == null ? null : definition.Effects[i].CreateRuntimeEffect(); if (effect != null) { effects.Add(effect); } } return effects; } private static IReadOnlyList One(ICardEffect effect) { return new[] { effect }; } private static IReadOnlyList Todo(string message) { return One(new NoOpCardEffect(message)); } public static string GetRulesText(CardInstance card) { if (card?.Definition == null) { return "--"; } int level = card.UpgradeLevel; string marker = level > 0 ? " [upgraded]" : string.Empty; return card.Definition.Id switch { "lang_py_print" => $"queue: deal {UpgradeMath.ScaleAmount(3, card)}.{marker}", "lang_py_import_antigravity" => $"queue: draw {UpgradeMath.ScaleAmount(2, card)}.{marker}", "lang_py_for_loop" => $"queue: deal {UpgradeMath.ScaleAmount(2, card)} to all enemies.{marker}", "lang_js_console_log" => $"deal {UpgradeMath.ScaleAmount(3, card)}-{UpgradeMath.ScaleAmount(9, card)}.{marker}", "lang_js_fetch" => $"deal {UpgradeMath.ScaleAmount(5, card)}-{UpgradeMath.ScaleAmount(13, card)}.{marker}", "lang_js_typeof" => $"75%: deal {UpgradeMath.ScaleAmount(8, card)}. 25%: deal 0.{marker}", "shop_py_list_append" => $"queue: deal {UpgradeMath.ScaleAmount(4, card)}. TODO: grows when re-queued.{marker}", "shop_py_async_def" => $"queue: draw {UpgradeMath.ScaleAmount(2, card)}. TODO: gain 1 cycle next turn.{marker}", "shop_py_zip" => $"TODO: next 2 queued cards resolve twice.{marker}", "shop_js_math_random" => $"deal {UpgradeMath.ScaleAmount(2, card)}-{UpgradeMath.ScaleAmount(20, card)}.{marker}", "shop_js_promise_all" => $"deal {UpgradeMath.ScaleAmount(4, card)}-{UpgradeMath.ScaleAmount(10, card)} three times.{marker}", "shop_js_spread" => $"TODO: copy the lowest-cost card in hand.{marker}", "ubuntu_ask_ubuntu" => $"queue: draw {UpgradeMath.ScaleAmount(2, card)}.{marker}", "ubuntu_unattended_upgrades" => $"queue: gain {UpgradeMath.ScaleShield(4, card)} shield now and next 2 turns.{marker}", "ubuntu_do_release_upgrade" => $"upgrade {UpgradeMath.ScaleAmount(1, card)}-{UpgradeMath.ScaleAmount(3, card)} random hand cards.{marker}", "ubuntu_apt_install" => $"queue: generate a random common Python card at 0c.{marker}", "mint_fix_broken" => $"deal {UpgradeMath.ScaleAmount(8, card)}. cleanse harmful statuses.{marker}", _ => string.IsNullOrWhiteSpace(card.Definition.Description) ? "TODO: effect not implemented." : $"{card.Definition.Description}{marker}" }; } } public static class UpgradeMath { public static int ScaleAmount(int baseAmount, CardInstance card) { return baseAmount + UnityEngine.Mathf.Max(0, card?.MagnitudeBonus ?? 0); } public static int ScaleShield(int baseAmount, CardInstance card) { return baseAmount + UnityEngine.Mathf.Max(0, card?.MagnitudeBonus ?? 0); } public static int ApplySourceFlatBonus(int amount, CombatContext context) { return amount + UnityEngine.Mathf.Max(0, context?.Source?.FlatEffectBonus ?? 0); } } }