feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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SVSim.BattleEngine/Engine/SkillRandomSelectUntilFilter.cs
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61
SVSim.BattleEngine/Engine/SkillRandomSelectUntilFilter.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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public class SkillRandomSelectUntilFilter : ISkillSelectFilter
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{
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protected string _randomCountText;
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protected BattlePlayerBase _player;
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protected int _count;
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public int CalcCount(SkillOptionValue option)
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{
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return _count;
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}
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public SkillRandomSelectUntilFilter(string randomCountText, BattlePlayerBase player)
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{
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_randomCountText = randomCountText;
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_player = player;
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}
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public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> targetCards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
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{
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_count = 1;
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if (targetCards.Count() == 0)
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{
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return Enumerable.Empty<BattleCardBase>();
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}
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BattleManagerBase ins = BattleManagerBase.GetIns();
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ApplySkillTargetFilterCollection applySkillTargetFilterCollection = new ApplySkillTargetFilterCollection();
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SkillFilterCreator.SetupTarget(applySkillTargetFilterCollection, _randomCountText, _player.Class, null);
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ApplySkillTargetFilterCollection applySkillTargetFilterCollection2 = applySkillTargetFilterCollection.ApplyAndFilter[0];
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BattlePlayerReadOnlyInfoPair battlePlayerInfoPair = ins.GetBattlePlayerInfoPair(_player.IsPlayer);
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List<BattleCardBase> list = targetCards.OrderBy((BattleCardBase x) => x.Index).ToList();
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List<BattleCardBase> list2 = new List<BattleCardBase>();
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while (!IsHandMaxAfterDraw(list2))
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{
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int index = (BattleManagerBase.IsRandomDraw ? ins.StableRandom(list.Count) : 0);
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BattleCardBase battleCardBase = list[index];
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list.Remove(battleCardBase);
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list2.Add(battleCardBase);
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if (!applySkillTargetFilterCollection2.SimpleFiltering(battleCardBase, battlePlayerInfoPair, checkerOption, option) || IsHandMaxAfterDraw(list2))
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{
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break;
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}
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_count++;
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if (list.Count <= 0)
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{
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break;
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}
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}
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return list2;
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}
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private bool IsHandMaxAfterDraw(List<BattleCardBase> drawCards)
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{
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return _player.HandCardList.Count + drawCards.Count >= 9;
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}
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}
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