Files
SVSimServer/SVSim.BattleEngine/Engine/SkillTargetPastSummonCardsFilter.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

32 lines
1.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillTargetPastSummonCardsFilter : ISkillTargetFilter
{
private IReadOnlyBattleCardInfo _ownerCard;
private bool _isTurnEndUpdate;
public SkillTargetPastSummonCardsFilter(IReadOnlyBattleCardInfo ownerCard, string option)
{
_ownerCard = ownerCard;
_isTurnEndUpdate = option == "turn_end_update";
}
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption option)
{
List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
BattleManagerBase ins = BattleManagerBase.GetIns();
int turn = ins.CurrentTurn;
bool isTurnEnd = ins.IsTurnEnd;
foreach (IBattlePlayerReadOnlyInfo battlePlayerInfo in battlePlayerInfos)
{
list.AddRange(from c in battlePlayerInfo.SkillInfoGameSummonCards
where (!_isTurnEndUpdate || !c.IsTurnEnd) && c.Turn >= _ownerCard.DrawTurn && c.IsSelfTurn == _ownerCard.IsPlayer && (!_isTurnEndUpdate || isTurnEnd || !_ownerCard.IsSelfTurn || c.Turn < turn)
select c.Card);
}
return list;
}
}