Files
SVSimServer/SVSim.BattleEngine/Engine/SkillConditionPP.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

47 lines
1.2 KiB
C#

using System;
using Wizard;
public class SkillConditionPP : ISkillConditionChecker
{
private BattleCardBase _ownerCard;
private int _ppBorder;
private Func<int, int, bool> _compareFunc;
public int PpBorder => _ppBorder;
public string Operator { get; private set; }
public SkillConditionPP(BattleCardBase ownerCard, int ppBorder, string op)
{
_ownerCard = ownerCard;
_ppBorder = ppBorder;
_compareFunc = SkillCompareFuncCreator.Create(op);
Operator = op;
}
public bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
int arg = playerInfoPair.ReadOnlySelf.Pp + GetCardCost();
bool flag = _compareFunc(arg, _ppBorder);
return option.IsSkipPpCheck || flag;
}
public bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
int pp = playerInfoPair.ReadOnlySelf.Pp;
bool flag = _compareFunc(pp, _ppBorder);
return option.IsSkipPpCheck || flag;
}
private int GetCardCost()
{
if (_ownerCard.PlayedCost < 0)
{
return _ownerCard.Cost;
}
return _ownerCard.PlayedCost;
}
}