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.
This commit is contained in:
70
SVSim.BattleEngine/Engine/NetworkBattleSetupValidateEvent.cs
Normal file
70
SVSim.BattleEngine/Engine/NetworkBattleSetupValidateEvent.cs
Normal file
@@ -0,0 +1,70 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class NetworkBattleSetupValidateEvent
|
||||
{
|
||||
private NetworkBattleManagerBase _battleMgr;
|
||||
|
||||
private NetworkBattleSetupCardEvent _networkBattleSetupCardEvent;
|
||||
|
||||
public NetworkBattleSetupValidateEvent(NetworkBattleManagerBase battleMgr, NetworkBattleSetupCardEvent cardEvent)
|
||||
{
|
||||
_battleMgr = battleMgr;
|
||||
_networkBattleSetupCardEvent = cardEvent;
|
||||
}
|
||||
|
||||
public void SettingPlayerValidateEvent(SkillBase skillData)
|
||||
{
|
||||
if (_networkBattleSetupCardEvent.IsCheckValidateSkill(skillData))
|
||||
{
|
||||
skillData.OnSkillStart -= Event_SendValidateCard_MemorySkillIndex;
|
||||
skillData.OnSkillStart += Event_SendValidateCard_MemorySkillIndex;
|
||||
}
|
||||
}
|
||||
|
||||
private void Event_SendValidateCard_MemorySkillIndex(SkillBase skillBase, IEnumerable<BattleCardBase> cards, SkillConditionCheckerOption option = null)
|
||||
{
|
||||
NetworkBattleManagerBase battleMgr = _battleMgr;
|
||||
foreach (BattleCardBase card in cards)
|
||||
{
|
||||
battleMgr.AddValidateSkillIndexList(card.Index, card.IsPlayer, NetworkBattleGenericTool.GetSkillIndex(skillBase));
|
||||
}
|
||||
if (skillBase.SkillPrm.ownerCard.IsHaveBurialRiteJudgeBothFlag && battleMgr.IsValidateSkillIndexListEmpty)
|
||||
{
|
||||
battleMgr.AddValidateSkillIndexList(-1, isPlayer: true, NetworkBattleGenericTool.GetSkillIndex(skillBase));
|
||||
}
|
||||
}
|
||||
|
||||
public void OpponentPlayerIncludedValidateSkillToNotPlay(SkillBase skillData)
|
||||
{
|
||||
if (_networkBattleSetupCardEvent.IsCheckValidateSkill(skillData))
|
||||
{
|
||||
return;
|
||||
}
|
||||
bool flag = false;
|
||||
int num = 0;
|
||||
foreach (SkillBase skill in skillData.SkillPrm.ownerCard.Skills)
|
||||
{
|
||||
if (_networkBattleSetupCardEvent.IsCheckValidateSkill(skill) && !_battleMgr.GetValidateTargetSkillIndexList().Contains(num))
|
||||
{
|
||||
flag = true;
|
||||
break;
|
||||
}
|
||||
num++;
|
||||
}
|
||||
if (!flag)
|
||||
{
|
||||
return;
|
||||
}
|
||||
foreach (SkillVariableComareFilter item in skillData.ConditionFilterCollection.VariableCompareFilter)
|
||||
{
|
||||
foreach (string item2 in (IEnumerable<string>)item.Text.Split('.'))
|
||||
{
|
||||
if (item2 == SkillFilterCreator.ContentKeyword.hand_other_self.ToString() || item2 == SkillFilterCreator.ContentKeyword.hand_other_oldest.ToString())
|
||||
{
|
||||
(skillData._executionInfoCreator as NetworkExecutionInfoCreator).SetNotPlaySkill();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user