Files
SVSimServer/SVSim.BattleEngine/Engine/SkillTargetLastTargetFilter.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

51 lines
2.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillTargetLastTargetFilter : ISkillTargetFilter
{
private readonly int _lastTargetIndex;
public int LastTargetIndex => _lastTargetIndex;
public SkillTargetLastTargetFilter(string option)
{
int.TryParse(option, out _lastTargetIndex);
}
public virtual IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption option)
{
List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
List<IReadOnlyBattleCardInfo> list2 = new List<IReadOnlyBattleCardInfo>();
list2.AddRange(battlePlayerInfos.SelectMany((IBattlePlayerReadOnlyInfo p) => p.SkillInfoClassAndInPlayCards));
list2.AddRange(battlePlayerInfos.SelectMany((IBattlePlayerReadOnlyInfo p) => p.SkillInfoHandCards));
list2.AddRange(battlePlayerInfos.SelectMany((IBattlePlayerReadOnlyInfo p) => p.SkillInfoDeckCards));
list2.AddRange(battlePlayerInfos.SelectMany((IBattlePlayerReadOnlyInfo p) => p.SkillInfoCemeterys));
list2.AddRange(battlePlayerInfos.SelectMany((IBattlePlayerReadOnlyInfo p) => p.SkillInfoBanishCards));
List<List<IReadOnlyBattleCardInfo>> list3 = new List<List<IReadOnlyBattleCardInfo>>();
if (battlePlayerInfos.Count() > 1)
{
List<List<IReadOnlyBattleCardInfo>> list4 = battlePlayerInfos.ToList()[0].SkillInfoLastTargets.ToList().ConvertAll((IEnumerable<IReadOnlyBattleCardInfo> c) => c.ToList());
List<List<IReadOnlyBattleCardInfo>> list5 = battlePlayerInfos.ToList()[1].SkillInfoLastTargets.ToList().ConvertAll((IEnumerable<IReadOnlyBattleCardInfo> c) => c.ToList());
for (int num = 0; num < list4.Count(); num++)
{
list4[num].AddRange(list5[num]);
}
list3 = list4;
}
else
{
list3 = battlePlayerInfos.SelectMany((IBattlePlayerReadOnlyInfo p) => p.SkillInfoLastTargets.ToList().ConvertAll((IEnumerable<IReadOnlyBattleCardInfo> c) => c.ToList())).ToList();
}
foreach (IReadOnlyBattleCardInfo card in (list3.Count > _lastTargetIndex) ? list3[_lastTargetIndex] : new List<IReadOnlyBattleCardInfo>())
{
IReadOnlyBattleCardInfo readOnlyBattleCardInfo = list2.FirstOrDefault((IReadOnlyBattleCardInfo c) => c.EquelsID(card));
if (readOnlyBattleCardInfo != null)
{
list.Add(readOnlyBattleCardInfo);
}
}
return list;
}
}