Files
SVSimServer/SVSim.BattleEngine/Engine/SkillRandomSelectFilter.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

91 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Wizard;
public class SkillRandomSelectFilter : ISkillSelectFilter
{
private readonly string _context;
private int _count;
public string Context => _context;
public int Count => _count;
public SkillRandomSelectFilter(string randomCountText)
{
_context = randomCountText;
}
public int CalcCount(SkillOptionValue option)
{
return option.ParseInt(_context);
}
public bool IsContainVariableValue()
{
return SkillOptionValue.IsContainVariableValue(_context);
}
public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> cards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
{
_count = CalcCount(option);
cards = cards.OrderBy((BattleCardBase x) => x.Index);
List<BattleCardBase> attractSkillCardList = cards.Where((BattleCardBase c) => c.SkillApplyInformation.IsAttractSkillTarget).ToList();
List<BattleCardBase> nonAttractSkillCardList = cards.Where((BattleCardBase c) => !c.SkillApplyInformation.IsAttractSkillTarget).ToList();
BattleManagerBase battleMgr = BattleManagerBase.GetIns();
_count = Math.Min(_count, attractSkillCardList.Count + nonAttractSkillCardList.Count);
for (int i = 0; i < _count; i++)
{
List<BattleCardBase> list = ((attractSkillCardList.Count > 0) ? attractSkillCardList : nonAttractSkillCardList);
int index = (BattleManagerBase.IsRandomDraw ? battleMgr.StableRandom(list.Count) : 0);
BattleCardBase battleCardBase = list[index];
list.Remove(battleCardBase);
yield return battleCardBase;
}
}
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);
LocalLog.AccumulateLastTraceLog("drawDeck " + list.Count);
for (int num2 = 0; num2 < num; num2++)
{
int index = battleMgr.StableRandom(list.Count);
BattleCardBase item = list[index];
list.Remove(item);
list2.Add(item);
}
return list2;
}
public static IEnumerable<T> Filtering<T>(int selectCount, IEnumerable<T> targets, BattleManagerBase battleMgr, bool isDistinct = false)
{
List<T> list = targets.ToList();
List<T> list2 = new List<T>();
int num = selectCount;
if (isDistinct)
{
num = Math.Min(selectCount, list.Count);
}
for (int i = 0; i < num; i++)
{
if (list.Count > 0)
{
int index = battleMgr.StableRandom(list.Count);
T item = list[index];
list2.Add(item);
if (isDistinct)
{
list.Remove(item);
}
}
}
return list2;
}
}