Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkSkillPreprocessConditionCheck.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

60 lines
2.4 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
public class NetworkSkillPreprocessConditionCheck : SkillPreprocessConditionCheck
{
private NetworkBattleSetupCardEvent _networkBattleSetupCardEvent;
public NetworkSkillPreprocessConditionCheck(SkillBase skill, string condition)
: base(skill, condition)
{
_networkBattleSetupCardEvent = (BattleManagerBase.GetIns() as NetworkBattleManagerBase)._networkBattleSetupCardEventBase;
if (_skill != null)
{
_skill.OnSkillStart -= _networkBattleSetupCardEvent.EventPreprocessConditionCheck;
_skill.OnSkillStart += _networkBattleSetupCardEvent.EventPreprocessConditionCheck;
}
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool preexecutionCheck = false)
{
if (_networkBattleSetupCardEvent.IsSettingUnapprovedCard(_skill) && RegisterSkillConditionCheck.IsPreprocessConditionCheck(_filter, _skill))
{
(_skill._executionInfoCreator as NetworkExecutionInfoCreator).SetReceiveSkillConditionCheck();
_skill.OnSkillStart -= _networkBattleSetupCardEvent.ReplacePreprocessConditionCheck;
_skill.OnSkillStart += _networkBattleSetupCardEvent.ReplacePreprocessConditionCheck;
return true;
}
BattleCardBase ownerCard = _skill.SkillPrm.ownerCard;
GameMgr ins = GameMgr.GetIns();
if (!ownerCard.IsPlayer && !ins.IsAdminWatch && RegisterFilter.IsFilterPreprocessCondition(_skill) && !GameMgr.GetIns().IsReplayBattle)
{
if (preexecutionCheck && _filter.VariableCompareFilter.Any((SkillVariableComareFilter c) => c.Text.Contains(SkillFilterCreator.ContentKeyword.last_target.ToString())))
{
List<BattleCardBase> lastTargetCardsList = ownerCard.SelfBattlePlayer.GetLastTargetCardsList(0);
if (lastTargetCardsList.Count == 0)
{
return false;
}
if (lastTargetCardsList[0].LastDrawOpenCard == null || lastTargetCardsList[0].LastDrawOpenCard != lastTargetCardsList[0])
{
return true;
}
bool isSkipPrivateCardCheck = option.IsSkipPrivateCardCheck;
option.IsSkipPrivateCardCheck = true;
bool result = base.IsRight(playerInfoPair, option, preexecutionCheck);
option.IsSkipPrivateCardCheck = isSkipPrivateCardCheck;
return result;
}
return true;
}
return base.IsRight(playerInfoPair, option, preexecutionCheck);
}
public ConditionSkillFilterCollection GetConditionSkillFilterCollection()
{
return _filter;
}
}