Files
SVSimServer/SVSim.BattleEngine/Engine/SkillRandomSelectUntilFilter.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

62 lines
2.0 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
public class SkillRandomSelectUntilFilter : ISkillSelectFilter
{
protected string _randomCountText;
protected BattlePlayerBase _player;
protected int _count;
public int CalcCount(SkillOptionValue option)
{
return _count;
}
public SkillRandomSelectUntilFilter(string randomCountText, BattlePlayerBase player)
{
_randomCountText = randomCountText;
_player = player;
}
public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> targetCards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
{
_count = 1;
if (targetCards.Count() == 0)
{
return Enumerable.Empty<BattleCardBase>();
}
BattleManagerBase ins = BattleManagerBase.GetIns();
ApplySkillTargetFilterCollection applySkillTargetFilterCollection = new ApplySkillTargetFilterCollection();
SkillFilterCreator.SetupTarget(applySkillTargetFilterCollection, _randomCountText, _player.Class, null);
ApplySkillTargetFilterCollection applySkillTargetFilterCollection2 = applySkillTargetFilterCollection.ApplyAndFilter[0];
BattlePlayerReadOnlyInfoPair battlePlayerInfoPair = ins.GetBattlePlayerInfoPair(_player.IsPlayer);
List<BattleCardBase> list = targetCards.OrderBy((BattleCardBase x) => x.Index).ToList();
List<BattleCardBase> list2 = new List<BattleCardBase>();
while (!IsHandMaxAfterDraw(list2))
{
int index = (BattleManagerBase.IsRandomDraw ? ins.StableRandom(list.Count) : 0);
BattleCardBase battleCardBase = list[index];
list.Remove(battleCardBase);
list2.Add(battleCardBase);
if (!applySkillTargetFilterCollection2.SimpleFiltering(battleCardBase, battlePlayerInfoPair, checkerOption, option) || IsHandMaxAfterDraw(list2))
{
break;
}
_count++;
if (list.Count <= 0)
{
break;
}
}
return list2;
}
private bool IsHandMaxAfterDraw(List<BattleCardBase> drawCards)
{
return _player.HandCardList.Count + drawCards.Count >= 9;
}
}