Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkWatchBattleSetupCardEvent.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

121 lines
3.9 KiB
C#

using System.Linq;
public class NetworkWatchBattleSetupCardEvent : NetworkBattleSetupCardEvent
{
public NetworkWatchBattleSetupCardEvent(BattleManagerBase manager, RegisterActionManager registerCardList, NetworkBattleData data)
: base(manager, registerCardList, data)
{
}
protected override void SkillEventSetting(BattleCardBase card, SkillBase skill)
{
if (skill is Skill_none && !skill.PreprocessList.Any((SkillPreprocessBase p) => p is SkillPreprocessBurialRite))
{
return;
}
NetworkExecutionInfoCreator networkExecutionInfoCreator = skill._executionInfoCreator as NetworkExecutionInfoCreator;
bool flag = RegisterValidate.IsValidateCard(skill);
NetworkBattleReceiver.ReceiveData receiveData = base.networkBattleData.GetReceiveData();
if (!GameMgr.GetIns().IsAdmin)
{
SettingConditionValidateCard(skill, card, networkExecutionInfoCreator);
}
if (!IsSettingUnapprovedCard(skill) || IsNotSettingUnapproved(skill))
{
return;
}
if (RegisterFilter.IsFilterCard(skill))
{
if (!card.IsPlayer && RegisterFilter.IsHandAllSelect(skill) && !GameMgr.GetIns().IsAdmin)
{
networkExecutionInfoCreator.SetHandAllSelect();
}
else if (RegisterFilter.IsDeckAllSelect(skill))
{
networkExecutionInfoCreator.SetUseUListOnlySelfTurn();
if (!card.IsPlayer && !GameMgr.GetIns().IsAdmin)
{
networkExecutionInfoCreator.SetDeckAllSelect();
}
}
if (RegisterFilter.IsFilterCardUnapproved(skill))
{
networkExecutionInfoCreator.SetUnapproved();
if (RegisterFilter.IsSkillUpdateDeckCard(skill))
{
networkExecutionInfoCreator.SetUseUListOnlySelfTurn();
}
}
return;
}
if ((!GameMgr.GetIns().IsAdmin || (GameMgr.GetIns().IsAdminWatch && skill.ApplyingTargetFilter is SkillTargetDeckSelfFilter)) && flag && !(skill.ApplyingTargetFilter is SkillTargetDiscardThisTurnCardListFilter))
{
if (!NetworkBattleGenericTool.IsBurialRite(skill))
{
if (!RegisterValidate.IsOpenMyHandSkill(skill) && !RegisterValidate.IsSendOpenMyCardsSkill(skill))
{
networkExecutionInfoCreator.SetUnapproved();
}
}
else if (!card.IsPlayer)
{
networkExecutionInfoCreator.SetNotCheckBuriaRiteCondition(value: true);
}
}
if (!GameMgr.GetIns().IsAdmin && !card.IsPlayer && receiveData != null)
{
_networkBattleSetupValidateEvent.OpponentPlayerIncludedValidateSkillToNotPlay(skill);
}
SettingUnapprovedRegisterLotEvent(skill, networkExecutionInfoCreator);
bool flag2 = (GameMgr.GetIns().IsAdmin || card.IsPlayer) && RegisterSkillConditionCheck.IsGameAddDeckCardsNumInvestigationSkill(skill);
SettingReplaceSkillOption(skill, card, networkExecutionInfoCreator, !RegisterSkillConditionCheck.DoesSkillUsePrivateCount(skill, notHandCheck: true) && !flag2);
if (!card.IsPlayer && !GameMgr.GetIns().IsAdmin)
{
SettingBurialRiteSkillPlayOrNotPlay(skill, networkExecutionInfoCreator);
CheckApplySelectFilter(skill, networkExecutionInfoCreator);
}
}
protected override bool IsSendUnapprovedList(SkillBase skill)
{
return false;
}
protected override bool IsCheckValidateCard()
{
return false;
}
protected override bool IsCheckSkillConditionCard(BattleCardBase card)
{
return true;
}
protected override bool CheckSkillCondition(SkillBase skill)
{
if (skill.SkillPrm.ownerCard.IsPlayer)
{
return RegisterSkillConditionCheck.IsSkillConditionCheck(skill, isNotHandCheck: true);
}
if (!RegisterSkillConditionCheck.IsSkillConditionCheck(skill, GameMgr.GetIns().IsAdmin))
{
if (!GameMgr.GetIns().IsAdmin)
{
return RegisterSkillConditionCheck.IsSelectedCardSkillConditionCheck(skill);
}
return false;
}
return true;
}
public override bool IsSettingUnapprovedCard(SkillBase skill)
{
return true;
}
protected override bool IsSetNotCheckSelectSkillCard()
{
return true;
}
}