Files
SVSimServer/SVSim.BattleEngine/Engine/SkillConditionAvarice.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

42 lines
1.1 KiB
C#

using System.Linq;
using Wizard;
public class SkillConditionAvarice : ISkillConditionChecker
{
public bool IsTurnDrawCountGreaterThanTwo { get; private set; }
public SkillConditionAvarice(string flag)
{
IsTurnDrawCountGreaterThanTwo = flag == "true";
}
public bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
int turnDrawCount = playerInfoPair.ReadOnlySelf.SkillInfoTurnDrawCards.Count();
bool isForceAvarice = playerInfoPair.ReadOnlySelf.SkillInfoClass.SkillApplyInformation.IsForceAvarice;
if (IsTurnDrawCountGreaterThanTwo)
{
if (!isForceAvarice)
{
return IsAvarice(turnDrawCount);
}
return true;
}
if (!isForceAvarice)
{
return !IsAvarice(turnDrawCount);
}
return false;
}
public bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return IsRight(playerInfoPair, option);
}
public static bool IsAvarice(int turnDrawCount)
{
return turnDrawCount >= 2;
}
}