Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Mulligan/NetworkPlayerMulliganCtrl.cs
gamer147 824309ec44 feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the
AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed
the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
2026-06-05 20:30:59 -04:00

40 lines
1.3 KiB
C#

using System.Collections.Generic;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Mulligan;
public class NetworkPlayerMulliganCtrl : PlayerMulliganCtrl
{
public NetworkPlayerMulliganCtrl(BattlePlayerBase player, MulliganInfoControl mulliganInfo, IPlayerView view)
: base(player, mulliganInfo, view)
{
_playerMulliganView = new PlayerMulliganView(mulliganInfo, view);
_mulliganView = _playerMulliganView;
m_AbandonList = new List<BattleCardBase>();
}
public override VfxBase StartMulliganVfx(SkillProcessor skillProcessor)
{
DrawFirstMulliganCard();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(new PlayerMulliganDrawVfx(_firstDrawList, GetMulliganInfo()));
sequentialVfxPlayer.Register(_playerMulliganView.SortFirstDrawsToKeepZone(_firstDrawList));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
for (int i = 0; i < _firstDrawList.Count; i++)
{
_firstDrawList[i].SetOnDraw(draw: false);
}
_isSetOnCard = true;
}));
_battlePlayer.CallRecordingMulliganStart(_firstDrawList);
return sequentialVfxPlayer;
}
protected override IDictionary<int, BattleCardBase> _MoveNewCardToHand(IList<BattleCardBase> AbandonCards)
{
return NetworkMoveNewCardToHand(AbandonCards);
}
}