Files
SVSimServer/SVSim.BattleEngine/Engine/ExecutionInfoCreatorBase.cs
gamer147 0d9d8acae0 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.
2026-06-05 16:57:20 -04:00

183 lines
7.2 KiB
C#

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