Files
SVSimServer/SVSim.BattleEngine/Engine/SkillParameterAttackCountFilter.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

34 lines
1008 B
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillParameterAttackCountFilter : ISkillCardFilter
{
private readonly int parameter;
private readonly bool IsPreAction;
private readonly Func<int, int, IReadOnlyBattleCardInfo, IEnumerable<IReadOnlyBattleCardInfo>, bool> _compareFunc;
public SkillParameterAttackCountFilter(string value, string op)
{
if (value == "pre_action")
{
IsPreAction = true;
return;
}
parameter = int.Parse(value);
_compareFunc = SkillCompareFuncCreator.Create(op, SkillCompareFuncCreator.AttackableCount);
}
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
{
if (!IsPreAction)
{
return cards.Where((IReadOnlyBattleCardInfo c) => _compareFunc(c.AttackableCount, parameter, c, cards));
}
return cards.Where((IReadOnlyBattleCardInfo c) => c.AttackableCount < c.MaxAttackableCount);
}
}