Files
SVSimServer/SVSim.BattleEngine/Engine/SkillIdNoDuplicationRandomSelectFilter.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

66 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
public class SkillIdNoDuplicationRandomSelectFilter : ISkillSelectFilter
{
private readonly string _context;
private int _count;
public int Count => _count;
public SkillIdNoDuplicationRandomSelectFilter(string randomCountText)
{
_context = randomCountText;
}
public int CalcCount(SkillOptionValue option)
{
return option.ParseInt(_context);
}
public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> cards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
{
_count = CalcCount(option);
cards = cards.OrderBy((BattleCardBase x) => x.Index);
List<BattleCardBase> cardList = cards.ToList();
BattleManagerBase battleMgr = BattleManagerBase.GetIns();
_count = Math.Min(_count, cardList.Count);
for (int i = 0; i < _count; i++)
{
if (cardList.Count > 0)
{
int index = (BattleManagerBase.IsRandomDraw ? battleMgr.StableRandom(cardList.Count) : 0);
BattleCardBase card = cardList[index];
cardList = cardList.Where((BattleCardBase c) => c.Card.BaseParameter.BaseCardId != card.BaseParameter.BaseCardId).ToList();
yield return card;
}
}
}
public static IEnumerable<BattleCardBase> Filtering(int selectCount, IEnumerable<BattleCardBase> cards, BattleManagerBase battleMgr)
{
cards = cards.OrderBy((BattleCardBase x) => x.Index);
List<BattleCardBase> list = cards.ToList();
List<BattleCardBase> list2 = new List<BattleCardBase>();
int num = Math.Min(selectCount, list.Count);
for (int num2 = 0; num2 < num; num2++)
{
if (list.Count > 0)
{
int index = battleMgr.StableRandom(list.Count);
BattleCardBase card = list[index];
list = list.Where((BattleCardBase c) => c.Card.BaseParameter.BaseCardId != card.BaseParameter.BaseCardId).ToList();
list2.Add(card);
}
}
return list2;
}
public bool IsUpperLimit()
{
return _context == "5-{me.inplay.unit_and_allfield.count}";
}
}