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.
39 lines
819 B
C#
39 lines
819 B
C#
using System.Collections.Generic;
|
|
|
|
public class DamageModifier
|
|
{
|
|
public List<string> DamageType { get; protected set; }
|
|
|
|
public List<CardBasePrm.ClanType> DamageClan { get; protected set; }
|
|
|
|
public bool IsUseClass { get; protected set; }
|
|
|
|
public int OrderCount { get; protected set; }
|
|
|
|
public virtual int Calc(int damage)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
public bool IsEffective(string damageType, CardBasePrm.ClanType damageClan, bool isUseClass)
|
|
{
|
|
if (isUseClass != IsUseClass)
|
|
{
|
|
return false;
|
|
}
|
|
if (IsUseClass)
|
|
{
|
|
if (DamageType.Contains(damageType) || DamageType.Contains("_OPT_NULL_"))
|
|
{
|
|
if (!DamageClan.Contains(damageClan))
|
|
{
|
|
return DamageClan.Contains(CardBasePrm.ClanType.NONE);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|