Files
SVSimServer/SVSim.BattleEngine/Engine/SkillParameterTurnDamageValueFilter.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

46 lines
1.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillParameterTurnDamageValueFilter : ISkillParameterSelectFilter
{
private readonly TurnPlayerInfo _turnPlayerInfo;
private Dictionary<string, int> _searchedTurnDamageDictionary;
public SkillParameterTurnDamageValueFilter(string option)
{
_turnPlayerInfo = new TurnPlayerInfo(option);
if (_turnPlayerInfo.IsAllTurn)
{
_searchedTurnDamageDictionary = new Dictionary<string, int>();
}
}
public IEnumerable<int> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cardInfos, SkillConditionCheckerOption checkerOption)
{
IEnumerable<int> enumerable = null;
if (_turnPlayerInfo.IsAllTurn)
{
IEnumerable<List<DamageCardParameterModifier>> enumerable2 = cardInfos.Select((IReadOnlyBattleCardInfo c) => c.SkillApplyInformation.GetSpecificTurnDamageValueList(c, _turnPlayerInfo));
_searchedTurnDamageDictionary.Clear();
foreach (List<DamageCardParameterModifier> item in enumerable2)
{
for (int num = 0; num < item.Count; num++)
{
if (_searchedTurnDamageDictionary.Keys.Contains(item[num].Turn.ToString() + item[num].IsSelfTurn))
{
_searchedTurnDamageDictionary[item[num].Turn.ToString() + item[num].IsSelfTurn] += item[num].Damage;
}
else
{
_searchedTurnDamageDictionary.Add(item[num].Turn.ToString() + item[num].IsSelfTurn, item[num].Damage);
}
}
}
return _searchedTurnDamageDictionary.Values;
}
return cardInfos.Select((IReadOnlyBattleCardInfo c) => c.SkillApplyInformation.GetSpecificTurnDamageValue(c, _turnPlayerInfo));
}
}