Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_invoke_skill.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

136 lines
4.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.View.Vfx;
internal class Skill_invoke_skill : SkillBase
{
public enum SkillTiming
{
when_play,
when_destroy
}
private bool _isAllowDestroyTarget;
public List<SkillBase> InsertSkillList { get; private set; }
public List<SkillBase> NotInsertSkillList { get; private set; }
public override bool IsAllowDestroyTarget => _isAllowDestroyTarget;
public Skill_invoke_skill(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
InsertSkillList = new List<SkillBase>();
NotInsertSkillList = new List<SkillBase>();
if (BattleManagerBase.GetIns() is SingleBattleMgr)
{
_isAllowDestroyTarget = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.is_allow_destroy_target) == "true";
}
}
public bool IsInvokableSkill(SkillBase skill, string timing)
{
bool num = !skill.IsEnhance();
bool flag = false;
if (timing == SkillTiming.when_play.ToString())
{
flag = skill.IsWhenPlaySkill;
}
else if (timing == SkillTiming.when_destroy.ToString())
{
flag = skill.IsWhenDestroySkill;
}
return num && !skill.IsBurialRite && flag;
}
public override VfxWithLoading Start(CallParameter parameter)
{
VfxWithLoadingSequential result = VfxWithLoadingSequential.Create();
string invokeType = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.invoke_type);
BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(base.SkillPrm.ownerCard.SelfBattlePlayer, base.SkillPrm.ownerCard.OpponentBattlePlayer);
SkillConditionCheckerOption skillConditionCheckerOption = new SkillConditionCheckerOption();
skillConditionCheckerOption.IsSkipPpCheck = true;
foreach (BattleCardBase targetCard in parameter.targetCards)
{
List<SkillBase> list = new List<SkillBase>();
List<SkillBase> list2 = new List<SkillBase>();
List<SkillBase> list3 = new List<SkillBase>();
bool flag = false;
if (invokeType == SkillTiming.when_play.ToString())
{
list = targetCard.NormalSkills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList();
}
else if (invokeType == SkillFilterCreator.ContentKeyword.when_play_except_burial_rite.ToString())
{
for (int num = 0; num < targetCard.Skills.Count(); num++)
{
SkillBase skillBase = targetCard.Skills.ElementAt(num);
if (!skillBase.IsWhenPlaySkill || skillBase.IsUserSelectType || !skillBase.Used)
{
continue;
}
for (int num2 = 0; num2 < skillBase.PreprocessList.Count; num2++)
{
if (skillBase.PreprocessList[num2] is SkillPreprocessBurialRite skillPreprocessBurialRite)
{
skillPreprocessBurialRite.SetInvoked();
}
}
for (int num3 = 0; num3 < skillBase.ConditionFilterCollection.ConditionCheckerFilterList.Count; num3++)
{
if (skillBase.ConditionFilterCollection.ConditionCheckerFilterList[num3] is SkillConditionBurialRite skillConditionBurialRite)
{
skillConditionBurialRite.SetInvoked();
}
}
list.Add(skillBase);
}
}
else
{
list = targetCard.Skills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList();
}
foreach (SkillBase item in list)
{
if (item.PreprocessList.FirstOrDefault((SkillPreprocessBase p) => p is SkillPreprocessTimesPerTurn) is SkillPreprocessTimesPerTurn skillPreprocessTimesPerTurn)
{
skillPreprocessTimesPerTurn.ResetInvokeCount();
}
bool flag2 = item.CheckCondition(playerInfoPair, skillConditionCheckerOption, isPrePlay: false);
if (item.IsCheckLastTarget())
{
flag2 = flag2 && flag;
}
else
{
flag = flag2;
}
if (flag2)
{
list2.Add(item);
}
else
{
list3.Add(item);
}
}
if (invokeType == SkillTiming.when_play.ToString())
{
list2 = BattleUtility.GetRepeatableWhenPlaySkill(targetCard, list2, isInvokeCheck: true);
}
if (list2 != null)
{
InsertSkillList.AddRange(list2);
foreach (SkillBase item2 in list2)
{
item2.SetInvoked(flag: true);
}
}
NotInsertSkillList.AddRange(list3);
}
return result;
}
}