Files
SVSimServer/SVSim.BattleEngine/Engine/SkillRandomEachSameBaseCardIdFilter.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
1.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
public class SkillRandomEachSameBaseCardIdFilter : ISkillSelectFilter
{
protected int _restCount;
protected int _count;
protected BattlePlayerBase _player;
public int CalcCount(SkillOptionValue option)
{
return _count;
}
public SkillRandomEachSameBaseCardIdFilter(int randomCount, BattlePlayerBase player)
{
_restCount = randomCount;
_player = player;
}
public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> cards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
{
if (cards.Count() == 0)
{
return Enumerable.Empty<BattleCardBase>();
}
List<BattleCardBase> list = new List<BattleCardBase>();
IEnumerable<int> ids = cards.Select((BattleCardBase c) => c.BaseParameter.BaseCardId).Distinct();
int i;
for (i = 0; i < ids.Count(); i++)
{
List<BattleCardBase> list2 = cards.Where((BattleCardBase c) => c.BaseParameter.BaseCardId == ids.ElementAt(i)).ToList();
int num = list2.Count() - _restCount;
for (int num2 = 0; num2 < num; num2++)
{
BattleCardBase item = list2[BattleManagerBase.GetIns().StableRandom(list2.Count)];
list.Add(item);
list2.Remove(item);
_count++;
}
}
return list;
}
}