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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SVSim.BattleEngine/Engine/ExecutionInfoCreatorBase.cs
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182
SVSim.BattleEngine/Engine/ExecutionInfoCreatorBase.cs
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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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using Wizard.Battle;
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using Wizard.Battle.View.Vfx;
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public class ExecutionInfoCreatorBase
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{
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protected SkillBase _skill;
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public ExecutionInfoCreatorBase(SkillBase skill)
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{
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_skill = skill;
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}
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public virtual bool IsSkipTargetAiSelect()
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{
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return false;
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}
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public virtual bool CheckCondition(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool isPrePlay, bool isSkipTargetAiSelect = false)
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{
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return _skill.ConditionFilterCollection.Filtering(playerInfoPair, _skill.SkillPrm.ownerCard, option, _skill.OptionValue, isPrePlay, _skill, isSkipTargetAiSelect);
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}
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public virtual bool CheckScanCondition(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool isPrePlay)
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{
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return false;
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}
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public bool VisualCheckCondition(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool isPrePlay)
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{
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return _skill.ConditionFilterCollection.Filtering(playerInfoPair, _skill.SkillPrm.ownerCard, option, _skill.OptionValue, isPrePlay, _skill);
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}
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public virtual IEnumerable<BattleCardBase> CalcApplyTargets(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, ref int targetCount, bool isCheckInHand = false)
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{
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if (_skill.ApplySelectFilter is SkillRandomSelectFilter skillRandomSelectFilter)
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{
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targetCount = skillRandomSelectFilter.CalcCount(_skill.OptionValue);
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}
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if (option.SelectedCards.Count < 0 || !option.SelectedCards.Any((SkillConditionCheckerOption.SkillAndSelectTarget s) => s.SelectSkill == _skill && s.SelectCard != null))
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{
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IEnumerable<BattleCardBase> selectableCards = _skill.GetSelectableCards(playerInfoPair, option);
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return _skill.ApplySelectFilter.Filtering(selectableCards, _skill.OptionValue, option);
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}
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return IfNeededSelectCardCheck(playerInfoPair, option);
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}
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protected List<BattleCardBase> IfNeededSelectCardCheck(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option)
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{
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List<IReadOnlyBattleCardInfo> target = _skill.FilteringByTargetFilter(playerInfoPair, option).ToList();
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List<BattleCardBase> list = new List<BattleCardBase>();
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int i;
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for (i = 0; i < target.Count; i++)
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{
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if (option.SelectedCards.Count > 0 && option.SelectedCards.Any((SkillConditionCheckerOption.SkillAndSelectTarget s) => s.SelectSkill == _skill && s.SelectCard == target[i]))
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{
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list.Add((BattleCardBase)target[i]);
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}
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}
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if (option.SelectedCards.Count == 0)
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{
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return new List<BattleCardBase>();
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}
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return list;
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}
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public virtual VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>> FixedSkillApplyTarget(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, ref int targetCount)
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{
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IEnumerable<BattleCardBase> source = CalcApplyTargets(playerInfoPair, option, ref targetCount);
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VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>> vfxWith = NotIndependentCardFiltering(source.ToList());
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return new VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>>(vfxWith.Vfx, SkillAllowTargetFiltering(vfxWith.Value_1), vfxWith.Value_2);
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}
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public virtual List<BattleCardBase> GetSelectableCards(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool isSkipForceSelect = false, List<BattleCardBase> selectedCards = null)
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{
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if (_skill.IsWhenPlaySkill && ((_skill.SkillPrm.ownerCard.IsUnit && _skill.SkillPrm.selfBattlePlayer.Class.SkillApplyInformation.IsCantActivateFanfareUnit) || (_skill.SkillPrm.ownerCard.IsField && _skill.SkillPrm.selfBattlePlayer.Class.SkillApplyInformation.IsCantActivateFanfareField)))
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{
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return new List<BattleCardBase>();
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}
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if (_skill.IsChoiceType)
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{
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IEnumerable<int> enumerable = SkillOptionValue.ParseOptionTokenID(_skill.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.card_id, "_OPT_NULL_"));
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List<BattleCardBase> list = new List<BattleCardBase>();
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int num = (_skill.SkillPrm.ownerCard.BaseParameter.IsFoil ? 1 : 0);
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{
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foreach (int item2 in enumerable)
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{
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BattleCardBase item = _skill.SkillPrm.selfBattlePlayer.CreateVirtualCard(item2 + num, item2 + num);
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list.Add(item);
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}
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return list;
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}
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}
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List<IReadOnlyBattleCardInfo> list2 = _skill.ApplyFilterCollection.Filtering(playerInfoPair, option, _skill.OptionValue);
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if (selectedCards != null && selectedCards.Count > 0)
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{
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list2 = list2.Where((IReadOnlyBattleCardInfo c) => !selectedCards.Contains(c)).ToList();
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}
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List<IReadOnlyBattleCardInfo> list3 = _skill.FilteringSneakTarget(list2).ToList();
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if (!isSkipForceSelect)
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{
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list3 = _skill.FilteringForceSelectTargets(list3).ToList();
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}
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return list3.Cast<BattleCardBase>().ToList();
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}
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protected virtual VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>> NotIndependentCardFiltering(List<BattleCardBase> cards)
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{
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bool num = _skill is Skill_powerup || _skill is Skill_power_down || _skill is Skill_damage || _skill is Skill_summon_card || _skill is Skill_summon_token || _skill is Skill_token_draw || _skill is Skill_update_deck || _skill is Skill_invoke_skill;
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bool flag = _skill.IsAllResidentTiming && cards.Count == 1 && cards.Contains(_skill.SkillPrm.ownerCard);
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if (num || flag)
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{
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return new VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>>(NullVfx.GetInstance(), cards, new Dictionary<int, BattleCardBase>());
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}
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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List<BattleCardBase> list = new List<BattleCardBase>();
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Dictionary<int, BattleCardBase> dictionary = new Dictionary<int, BattleCardBase>();
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for (int i = 0; i < cards.Count; i++)
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{
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if (cards[i].SkillApplyInformation.IsIndependent)
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{
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if (!(_skill is Skill_select) && !(_skill is Skill_copy_skill))
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{
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dictionary.Add(i, cards[i]);
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sequentialVfxPlayer.Register(new OneShotHeavenlyAegisPlayVfx(cards[i].BattleCardView));
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}
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else
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{
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dictionary.Add(i, cards[i]);
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}
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}
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else
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{
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list.Add(cards[i]);
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}
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}
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return new VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>>(sequentialVfxPlayer, list, dictionary);
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}
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protected virtual List<BattleCardBase> SkillAllowTargetFiltering(List<BattleCardBase> cards)
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{
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List<BattleCardBase> list = new List<BattleCardBase>();
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if (!_skill.IsAllowDestroyTarget)
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{
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for (int i = 0; i < cards.Count; i++)
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{
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if (!cards[i].IsDead)
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{
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list.Add(cards[i]);
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}
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}
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}
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else
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{
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list = cards;
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}
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return list;
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}
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protected bool IsSkipTargetSkill(SkillBase skill)
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{
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if (skill.SkillPrm.ownerCard.IsPlayer)
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{
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return false;
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}
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if (!(skill is Skill_powerup) && !(skill is Skill_cost_change))
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{
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return false;
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}
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if (!skill.IsUserSelectType)
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{
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return false;
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}
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if (!(skill.ApplyingTargetFilter is SkillTargetHandFilter) && !(skill.ApplyingTargetFilter is SkillTargetHandOtherSelfFilter) && !skill.ApplyAndFilter.Any((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetHandFilter || f.TargetFilter is SkillTargetHandOtherSelfFilter))
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{
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return false;
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}
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return true;
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}
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}
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