Files
SVSimServer/SVSim.BattleEngine/Engine/SkillNoDuplicationRandomSelectInOrderFilter.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

79 lines
3.0 KiB
C#

using System.Collections.Generic;
using System.Linq;
public class SkillNoDuplicationRandomSelectInOrderFilter : ISkillSelectFilter
{
private readonly string _randomSelectCount;
private readonly ISkillParameterSelectFilter _sortFilter;
private readonly ISkillParameterSelectFilter _duplicationFilter;
private readonly ISkillCalcFilter _orderFilter;
private string _assertionHeadMessage = "id_no_duplication_random_count_in_order=";
public SkillNoDuplicationRandomSelectInOrderFilter(string optionText, SkillBase skill)
{
string[] array = optionText.Split(':');
_assertionHeadMessage += optionText;
_duplicationFilter = CheckParamFilter(array[0], skill);
_sortFilter = CheckParamFilter(array[1], skill);
switch (array[2])
{
case "descending":
_orderFilter = new SkillCalcMaxFilter();
break;
case "ascending":
_orderFilter = new SkillCalcMinFilter();
break;
default:
_orderFilter = new SkillCalcMaxFilter();
break;
}
_randomSelectCount = array[3];
}
public int CalcCount(SkillOptionValue option)
{
return option.ParseInt(_randomSelectCount);
}
public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> cards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
{
int num = CalcCount(option);
List<BattleCardBase> list = new List<BattleCardBase>();
BattleManagerBase ins = BattleManagerBase.GetIns();
cards = cards.OrderBy((BattleCardBase x) => x.Index);
List<BattleCardBase> list2 = cards.ToList();
bool flag = list.Count < num;
while (flag && list2.Count > 0)
{
int LotteringValue = _orderFilter.Filtering(_sortFilter.Filtering(list2));
List<BattleCardBase> list3 = list2.Where((BattleCardBase card) => _sortFilter.Filtering(new BattleCardBase[1] { card }).FirstOrDefault() == LotteringValue).ToList();
while (flag && list3.Count > 0)
{
int index = (BattleManagerBase.IsRandomDraw ? ins.StableRandom(list3.Count()) : 0);
BattleCardBase battleCardBase = list3[index];
list.Add(battleCardBase);
int duplicationValue = _duplicationFilter.Filtering(new BattleCardBase[1] { battleCardBase }).FirstOrDefault();
list2 = list2.Where((BattleCardBase c) => _duplicationFilter.Filtering(new BattleCardBase[1] { c.Card }).FirstOrDefault() != duplicationValue).ToList();
list3 = list3.Where((BattleCardBase c) => _duplicationFilter.Filtering(new BattleCardBase[1] { c.Card }).FirstOrDefault() != duplicationValue).ToList();
flag = list.Count < num;
}
}
return list;
}
private ISkillParameterSelectFilter CheckParamFilter(string optionText, SkillBase skill)
{
SkillFilterCreator.ParseContentInfo(optionText, out var retParsedInfo);
ISkillParameterSelectFilter skillParameterSelectFilter = SkillFilterCreator.CreateParameterSelectFilter(retParsedInfo.Name, retParsedInfo, skill);
if (skillParameterSelectFilter == null)
{
skillParameterSelectFilter = new SkillParameterSelectCostFilter();
}
return skillParameterSelectFilter;
}
}