Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/QuestSelectionButtonData.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
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.
2026-06-05 16:57:20 -04:00

131 lines
2.3 KiB
C#

namespace Wizard;
public class QuestSelectionButtonData
{
public enum SortPriority
{
START_OFFSET,
CLEAR_PUZZLE,
CLEAR_SECRET_BOSS,
CLEAR_BOSS_RUSH,
CLEAR_EVENT_STORY,
QUEST,
PUZZLE,
EVENT_STORY,
SECRET_BOSS,
BOSS_RUSH
}
public enum PlateType
{
QUEST,
PUZZLE,
EVENT_STORY,
BOSS_RUSH,
SECRET_BOSS
}
private const int PRIORITY_RATE = 1000;
private int _sortIndex;
public QuestOpponentData QuestData { get; }
public PuzzleQuestInfo PuzzleData { get; }
public BossRushInfo BossRushData { get; }
public EventStoryQuestInfo EventStoryData { get; }
public SecretBossInfo SecretBossData { get; }
public PlateType GetPlateType()
{
if (PuzzleData != null)
{
return PlateType.PUZZLE;
}
if (BossRushData != null)
{
return PlateType.BOSS_RUSH;
}
if (EventStoryData != null)
{
return PlateType.EVENT_STORY;
}
if (SecretBossData != null)
{
return PlateType.SECRET_BOSS;
}
return PlateType.QUEST;
}
public QuestSelectionButtonData(QuestOpponentData quest, int index)
{
QuestData = quest;
_sortIndex = index;
}
public QuestSelectionButtonData(PuzzleQuestInfo puzzle)
{
PuzzleData = puzzle;
}
public QuestSelectionButtonData(BossRushInfo data)
{
BossRushData = data;
}
public QuestSelectionButtonData(EventStoryQuestInfo data)
{
EventStoryData = data;
}
public QuestSelectionButtonData(SecretBossInfo data)
{
SecretBossData = data;
}
private SortPriority GetPriority()
{
if (BossRushData != null)
{
if (!BossRushData.IsAllChallengeFinished)
{
return SortPriority.BOSS_RUSH;
}
return SortPriority.CLEAR_BOSS_RUSH;
}
if (PuzzleData != null)
{
if (PuzzleData.Status != PuzzleQuestStatus.Cleared)
{
return SortPriority.PUZZLE;
}
return SortPriority.CLEAR_PUZZLE;
}
if (EventStoryData != null)
{
if (!EventStoryData.IsAllFinish)
{
return SortPriority.EVENT_STORY;
}
return SortPriority.CLEAR_EVENT_STORY;
}
if (SecretBossData != null)
{
if (!SecretBossData.IsCleared)
{
return SortPriority.SECRET_BOSS;
}
return SortPriority.CLEAR_SECRET_BOSS;
}
return SortPriority.QUEST;
}
public int SortValue()
{
return (int)GetPriority() * 1000 + _sortIndex;
}
}