feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
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106
SVSim.BattleEngine/Engine/AddTargetInfo.cs
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106
SVSim.BattleEngine/Engine/AddTargetInfo.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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public class AddTargetInfo
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{
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private BattleCardBase _ownerCard;
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private ConditionSkillFilterCollection _conditionFilter;
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private ApplySkillTargetFilterCollection _targetFilter;
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private Func<SkillBase, bool> typeCheck;
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private string _conditionFilterText;
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private string _targetFilterText;
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private string _skillTypeText;
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private string _ownerCardtype;
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private SkillCreator _skillCreator;
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public AddTargetInfo(BattleCardBase ownerCard, string conditionFilterText, string targetFilterText, string skillTypeText, string ownerCardType, SkillBase skill)
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{
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_ownerCard = ownerCard;
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_conditionFilterText = conditionFilterText;
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_targetFilterText = targetFilterText;
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_skillTypeText = skillTypeText;
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_ownerCardtype = ownerCardType;
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_conditionFilter = new ConditionSkillFilterCollection();
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_targetFilter = new ApplySkillTargetFilterCollection();
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typeCheck = SetTypeCheck(_skillTypeText, _ownerCardtype);
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_skillCreator = _ownerCard.CreateSkillCreator(_ownerCard.SelfBattlePlayer, _ownerCard.OpponentBattlePlayer, _ownerCard.ResourceMgr);
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string[] array = _conditionFilterText.Split('&');
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List<SkillFilterCreator.ContentInfo> list = new List<SkillFilterCreator.ContentInfo>();
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for (int i = 0; i < array.Length; i++)
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{
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SkillFilterCreator.ParseContentInfo(array[i], out var retParsedInfo);
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list.Add(retParsedInfo);
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}
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SkillCreator.SetupSkillConditionOld(_conditionFilter, list, _ownerCard, skill);
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string[] array2 = _targetFilterText.Split('&');
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List<SkillFilterCreator.ContentInfo> list2 = new List<SkillFilterCreator.ContentInfo>();
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for (int j = 0; j < array2.Length; j++)
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{
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SkillFilterCreator.ParseContentInfo(array2[j], out var retParsedInfo2);
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list2.Add(retParsedInfo2);
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}
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_skillCreator.SetupSkillTargetOld(_targetFilter, _ownerCard, list2, skill);
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}
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public List<BattleCardBase> GetAddTargetCard(SkillBase skill, BattlePlayerReadOnlyInfoPair pair, SkillConditionCheckerOption checkerOption, SkillOptionValue optionValue)
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{
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if (typeCheck(skill) && FilterComparison(skill.ApplyFilterCollection))
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{
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return _targetFilter.Filtering(pair, checkerOption, optionValue).Cast<BattleCardBase>().ToList();
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}
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return null;
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}
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private Func<SkillBase, bool> SetTypeCheck(string skillType, string ownerCardType)
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{
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if (skillType != null && skillType == "damage")
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{
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return (SkillBase skill) => CardTypeCheck(skill.SkillPrm.ownerCard, ownerCardType) && skill is Skill_damage;
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}
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return (SkillBase skill) => CardTypeCheck(skill.SkillPrm.ownerCard, ownerCardType) && skill is Skill_none;
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}
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private bool CardTypeCheck(BattleCardBase card, string ownerCardType)
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{
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return ownerCardType switch
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{
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"all" => true,
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"unit" => card.IsUnit,
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"spell" => card.IsSpell,
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"field" => card.IsField,
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"chant_field" => card.IsChantField,
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_ => false,
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};
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}
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private bool FilterComparison(ApplySkillTargetFilterCollection ownerSkillFilter)
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{
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if (_conditionFilter.BattlePlayerFilter.GetType() == ownerSkillFilter.BattlePlayerFilter.GetType() && _conditionFilter.TargetFilter.GetType() == ownerSkillFilter.TargetFilter.GetType())
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{
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foreach (ISkillCardFilter cardType in _conditionFilter.CardFilterList)
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{
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if (!ownerSkillFilter.CardFilterList.Any((ISkillCardFilter s) => s.GetType() == cardType.GetType()))
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{
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return false;
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}
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}
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return true;
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}
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return false;
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}
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public AddTargetInfo Clone(BattleCardBase ownerCard)
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{
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return new AddTargetInfo(ownerCard, _conditionFilterText, _targetFilterText, _skillTypeText, _ownerCardtype, null);
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}
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}
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