Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
260 lines
7.9 KiB
C#
260 lines
7.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Mulligan;
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public abstract class MulliganCtrl
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{
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public const int MULLIGAN_CARD_MAX = 3;
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public const int MULLIGAN_FIRST_EXCHANGE_MAX = 6;
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public const int MULLIGAN_CHANGED_NUM_NULL = -1;
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protected BattlePlayerBase _battlePlayer;
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protected MulliganViewBase _mulliganView;
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protected List<BattleCardBase> _firstDrawList = new List<BattleCardBase>(3);
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protected List<BattleCardBase> _stockList = new List<BattleCardBase>(3);
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protected List<int> _mulliganAfterCardIndexList;
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protected int _mulliganChangedNum = -1;
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public List<int> DealIdxList = new List<int>();
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public MulliganCtrl(BattlePlayerBase player)
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{
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_battlePlayer = player;
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}
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public abstract VfxBase StartMulliganVfx(SkillProcessor skillProcessor);
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public abstract VfxBase SubmitMulliganVfx(IList<BattleCardBase> abandonCards);
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protected VfxBase _MulliganCardChange(IList<BattleCardBase> AbandonCards)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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if (AbandonCards.Count > 0)
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{
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IDictionary<int, BattleCardBase> newList = _MoveNewCardToHand(AbandonCards);
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_ReturnAbandonToDeck(AbandonCards);
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sequentialVfxPlayer.Register(_MulliganSwap(newList, AbandonCards));
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}
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return sequentialVfxPlayer;
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}
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protected void _ReturnAbandonToDeck(IList<BattleCardBase> AbandonCards)
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{
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List<BattleCardBase> list = AbandonCards.Where((BattleCardBase c) => c != null).ToList();
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for (int num = 0; num < list.Count(); num++)
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{
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GetBattlePlayer().AddToDeck(list[num]);
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}
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}
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protected virtual IDictionary<int, BattleCardBase> _MoveNewCardToHand(IList<BattleCardBase> AbandonCards)
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{
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List<BattleCardBase> list = _stockList.Take(AbandonCards.Count).ToList();
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_stockList.RemoveRange(0, AbandonCards.Count);
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BattlePlayerBase player = GetBattlePlayer();
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for (int i = 0; i < AbandonCards.Count; i++)
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{
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player.DeckCardList.Remove(list[i]);
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int index = player.HandCardList.IndexOf(AbandonCards[i]);
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player.HandCardList[index] = list[i];
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}
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return list.ToDictionary((BattleCardBase card) => player.HandCardList.IndexOf(card));
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}
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protected IDictionary<int, BattleCardBase> NetworkMoveNewCardToHand(IList<BattleCardBase> AbandonCards)
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{
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BattlePlayerBase player = GetBattlePlayer();
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List<BattleCardBase> list = new List<BattleCardBase>();
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for (int i = 0; i < _mulliganAfterCardIndexList.Count; i++)
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{
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int num = _mulliganAfterCardIndexList[i];
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if (!DealIdxList.Contains(num))
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{
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list.Add(BattleManagerBase.GetIns().GetBattleCardIdx(player.DeckCardList, num));
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}
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}
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if (AbandonCards.Count != list.Count)
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{
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string text = "";
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for (int j = 0; j < AbandonCards.Count; j++)
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{
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if (j > 0)
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{
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text += ",";
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}
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text += AbandonCards[j].Index;
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}
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string text2 = "";
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for (int k = 0; k < list.Count; k++)
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{
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if (k > 0)
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{
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text2 += ",";
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}
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text2 += list[k].Index;
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}
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throw new Exception($"Card swap failed:AbandonCards【{text}】/DrawCards【{text2}】");
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}
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SortedList<int, BattleCardBase> sortedList = new SortedList<int, BattleCardBase>();
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for (int l = 0; l < AbandonCards.Count; l++)
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{
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int key = DealIdxList.IndexOf(AbandonCards[l].Index);
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sortedList.Add(key, AbandonCards[l]);
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}
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IList<int> keys = sortedList.Keys;
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for (int m = 0; m < keys.Count; m++)
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{
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int key2 = keys[m];
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player.DeckCardList.Remove(list[m]);
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int index = player.HandCardList.IndexOf(sortedList[key2]);
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player.HandCardList[index] = list[m];
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}
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return list.ToDictionary((BattleCardBase card) => player.HandCardList.IndexOf(card));
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}
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protected abstract VfxBase _MulliganSwap(IDictionary<int, BattleCardBase> newList, IList<BattleCardBase> oldList);
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protected VfxBase _CardSwapAndMoveToStaticPositionVfx(IDictionary<int, BattleCardBase> newList, IList<BattleCardBase> oldList, bool isCardHolderPlayer, bool isHideMulliganTitle)
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{
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List<int> list = newList.Keys.ToList();
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List<BattleCardBase> list2 = newList.Values.ToList();
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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_mulliganView.HideMulliganUIAbandonZone();
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if (isHideMulliganTitle)
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{
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_mulliganView.HideMulliganTitle();
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}
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}));
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sequentialVfxPlayer.Register(new PlayerMulliganSwapVfx(list2, list, oldList, isCardHolderPlayer));
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int count = newList.Count;
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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for (int num = 0; num < count; num++)
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{
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BattleCardBase card = list2[num];
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int posIndex = list[num];
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parallelVfxPlayer.Register(_mulliganView.MoveCardToStaticPosition(card, posIndex, isAbandon: false));
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}
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parallelVfxPlayer.Register(InstantVfx.Create(delegate
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_HAND_MOVE_RIGHT);
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}));
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sequentialVfxPlayer.Register(parallelVfxPlayer);
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return sequentialVfxPlayer;
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}
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public void GetAbandonCardList(BattleManagerBase battleMgr, ref List<BattleCardBase> retCardList, ref List<int> retPosList)
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{
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IEnumerable<int> source = DealIdxList.Where((int index) => !_mulliganAfterCardIndexList.Contains(index));
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retPosList = source.Select((int index) => DealIdxList.IndexOf(index)).ToList();
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retCardList = source.Select((int index) => battleMgr.GetBattleCardIdx(GetBattlePlayer().AllCards.ToList(), index)).ToList();
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}
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public SequentialVfxPlayer MoveCardToStaticPosition(BattleCardBase card, int posIndex, bool isAbandon)
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{
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return _mulliganView.MoveCardToStaticPosition(card, posIndex, isAbandon);
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}
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public VfxBase MoveMulliganUIOutWhenSubmitMulligan()
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{
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return _mulliganView.MoveMulliganUIOutWhenSubmitMulligan();
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}
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public VfxBase DrawFirstMulliganCard()
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{
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SkillProcessor skillProcessor = new SkillProcessor();
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return GetBattlePlayer().DrawCards(_firstDrawList, skillProcessor, isOpen: false, isMulligan: true).Vfx;
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}
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protected List<int> _LotMulliganCardIndex(int maxNum)
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{
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List<int> list = new List<int>(6);
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List<int> list2 = Enumerable.Range(1, maxNum).ToList();
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if (BattleManagerBase.IsRandomDraw || GameMgr.GetIns().IsNetworkBattle)
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{
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for (int i = 0; i < 6; i++)
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{
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int index = BattleManagerBase.GetIns().StableRandom(list2.Count);
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list.Add(list2[index]);
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list2.Remove(list2[index]);
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}
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}
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else
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{
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for (int j = 0; j < 6; j++)
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{
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list.Add(list2[j]);
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}
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}
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return list;
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}
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protected void _CreateMulliganCardList(List<int> indexList)
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{
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List<BattleCardBase> deckCardList = GetBattlePlayer().DeckCardList;
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for (int i = 0; i < 3; i++)
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{
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BattleCardBase battleCardIdx = BattleManagerBase.GetIns().GetBattleCardIdx(deckCardList, indexList[i]);
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BattleCardBase battleCardIdx2 = BattleManagerBase.GetIns().GetBattleCardIdx(deckCardList, indexList[i + 3]);
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_firstDrawList.Add(battleCardIdx);
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_stockList.Add(battleCardIdx2);
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}
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}
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public void CreateMulliganDealList(List<int> indexList)
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{
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List<BattleCardBase> deckCardList = GetBattlePlayer().DeckCardList;
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for (int i = 0; i < 3; i++)
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{
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BattleCardBase battleCardIdx = BattleManagerBase.GetIns().GetBattleCardIdx(deckCardList, indexList[i]);
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_firstDrawList.Add(battleCardIdx);
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}
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}
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public List<BattleCardBase> GetFirstDrawList()
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{
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return _firstDrawList;
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}
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public List<BattleCardBase> GetStockList()
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{
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return _stockList;
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}
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public List<int> GetMulliganAfterCardIndexList()
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{
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return _mulliganAfterCardIndexList;
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}
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public void SetMulliganAfterCardIndexList(List<int> indexList)
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{
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_mulliganAfterCardIndexList = indexList;
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}
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public int GetChangedNum()
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{
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return _mulliganChangedNum;
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}
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public BattlePlayerBase GetBattlePlayer()
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{
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return _battlePlayer;
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}
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public MulliganInfoControl GetMulliganInfo()
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{
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return _mulliganView.MulliganInfo;
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}
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}
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