Files
SVSimServer/SVSim.BattleEngine/Engine/BattleUtility.cs
gamer147 957af3d1ec 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.
2026-06-05 17:22:20 -04:00

68 lines
2.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
public static class BattleUtility
{
public class RepeatSkillsAndTiming
{
public List<SkillBase> _skills;
public List<string> _timings;
public RepeatSkillsAndTiming(List<SkillBase> skills, List<string> timings)
{
_timings = timings;
_skills = skills;
}
}
public static RepeatSkillsAndTiming GetRepeatSkillsWithTiming(List<SkillBase> skills)
{
if (skills == null || skills.Count == 0)
{
return null;
}
BattleCardBase ownerCard = skills.First().SkillPrm.ownerCard;
return GetRepeatSkillsWithTiming(ownerCard.SelfBattlePlayer, ownerCard, skills);
}
public static List<SkillBase> GetRepeatSkillsForPrediction(BattlePlayerBase sourcePlayer, BattleCardBase virtualCard)
{
if (virtualCard.Skills == null || virtualCard.Skills.Count() == 0)
{
return null;
}
return GetRepeatSkillsWithTiming(sourcePlayer, virtualCard, virtualCard.Skills.ToList())?._skills;
}
public static List<SkillBase> GetRepeatableWhenPlaySkill(BattleCardBase ownerCard, List<SkillBase> activeSkills, bool isInvokeCheck)
{
if (ownerCard.Skills.Any((SkillBase s) => s.IsUserSelectType && !(s is Skill_fusion)))
{
return null;
}
if (isInvokeCheck && !ownerCard.HasSkillWhenPlay(isOnlyNoSelect: true))
{
return null;
}
if (activeSkills.Count == 1 && activeSkills.Any((SkillBase s) => s is Skill_pp_fixeduse))
{
return null;
}
return activeSkills.Where((SkillBase c) => c.OnWhenPlayStart != 0).ToList();
}
private static RepeatSkillsAndTiming GetRepeatSkillsWithTiming(BattlePlayerBase player, BattleCardBase ownerCard, List<SkillBase> activeSkills)
{
List<SkillBase> list = new List<SkillBase>();
List<string> list2 = new List<string>();
IEnumerable<SkillBase> enumerable = activeSkills.Where((SkillBase s) => s.IsWhenDestroySkill);
if (player.Class.SkillApplyInformation.RepeatSkillTimingList.Any((RepeatSkillInfo s) => s.Timing == "when_destroy" && Skill_repeat_skill.CheckCardType(s.Target, ownerCard)) && enumerable.Count() > 0)
{
list.AddRange(enumerable);
list2.Add("when_destroy");
}
return new RepeatSkillsAndTiming(list, list2);
}
}