Files
SVSimServer/SVSim.BattleEngine/Engine/UnitBattleCard.cs
gamer147 2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed,
+11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer
stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that
turns concurrent battles into a type-system property rather than a scope
contract.

## What landed

**Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a
cascading cull across the skill graph, view layer, and receive-path periphery.
Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/
IsAINetwork) became `const false`, every guarded block deleted. Field*.cs
subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan
family reworked to take a mgr param through IMulliganMgr.InitMulligan.
Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/
skill filters converted from static ambient reads to per-mgr reads via
SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr.

**Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient-
Context / TestBattleScope in full. Every per-battle mutable slot now lives on
the mgr instance itself:
  mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo /
  InstanceViewerId / InstanceNetworkAgent / GameMgr
BattleManagerBase.GetIns() returns null unconditionally; the residual static
flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo,
ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the
handful of engine-internal readers that still reference their types. Zero
BattleAmbient references anywhere in engine + node + tests.

Added pre-seeded GameMgr ctor overload threaded through the mgr chain
(BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard-
BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a
GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it
to the mgr's ctor — no ambient reach.

Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain
GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps
ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr
takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal
BEFORE mgr construction.

Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to
`HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten
around per-mgr construction (GetIns() → null is the pinned invariant).

## Regression fixes

- **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke
  the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream
  of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups
  via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied
  by the WireMulliganPhase seam; unit tests exposed the live-path gap.

## Ship state

- SVSim.BattleEngine.Tests: 56/56 pass, 2 skip
- SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48)
- Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs
  in SVSim.EmulatedEntrypoint, unrelated)
- Sequential PVP smoke: verified live (two back-to-back battles, no regression
  on cleanup/spinup)
- Concurrent PVP smoke: verified live

Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure
analyzer needed to make future cascade cleanup safe (per feedback memory
"Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 19:18:54 -04:00

499 lines
21 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard;
using Wizard.Battle.Card;
using Wizard.Battle.Resource;
using Wizard.Battle.UI;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class UnitBattleCard : BattleCardBase
{
private bool _isEvolution;
public bool _isEvolvedOnWhenLeave;
public override bool IsUnit => true;
public override bool IsEvolution => _isEvolution;
public override bool IsEvolvedOnWhenLeave => _isEvolvedOnWhenLeave;
public override bool BaseMovable => base.Movable();
public override bool IsCantActivateFanfare => base.SelfBattlePlayer.Class.SkillApplyInformation.IsCantActivateFanfareUnit;
public event Func<VfxBase> OnAfterAttack;
public override bool Movable(bool isCheckOnDraw = true, bool isSkipSelecting = false, CHECK_CONDITION_MUTATIONSKILL_TYPE type = CHECK_CONDITION_MUTATIONSKILL_TYPE.NONE, bool isRecording = false)
{
type = IsCheckActiveMutationSkill;
if (!base.Movable(isCheckOnDraw, isSkipSelecting, type, isRecording))
{
return false;
}
return IsMutationMovable(type);
}
public UnitBattleCard(BuildInfo buildInfo)
: base(buildInfo)
{
}
public override void Setup(bool createNullView = false, bool isRecreate = false)
{
base.Setup(createNullView, isRecreate);
base.BattleCardView.SetupIconAnimations(this, base.Skills);
}
public override VfxBase TurnStart(SkillProcessor skillProcessor)
{
VfxBase vfxBase = base.TurnStart(skillProcessor);
if (Attackable)
{
return SequentialVfxPlayer.Create(vfxBase, InstantVfx.Create(delegate
{
base.BattleCardView._inPlayFrameEffect.UpdateCanAttackEffect();
}));
}
return vfxBase;
}
public override VfxBase TurnEndPostProcess()
{
base.TurnEndPostProcess();
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
if (Attackable)
{
parallelVfxPlayer.Register(InstantVfx.Create(base.BattleCardView._inPlayFrameEffect.HideFrameEffect));
}
if (_buildInfo.BattleMgr.GameMgr.IsWatchBattle || _buildInfo.BattleMgr.GameMgr.IsReplayBattle)
{
parallelVfxPlayer.Register(InstantVfx.Create(delegate
{
base.BattleCardView.HideAttackFinished();
}));
}
base.AttackableCount = 0;
return parallelVfxPlayer;
}
public override VfxBase Evolution(bool isSkill, SkillProcessor skillProcessor, SkillConditionCheckerOption option, Func<BattleCardBase, IBattleResourceMgr, EvolveVfxBase> getEvolveVfxFunc = null)
{
BattlePlayerPair playerInfoPair = new BattlePlayerPair(base.SelfBattlePlayer, base.OpponentBattlePlayer);
if (!CanEvolution(isSkill, isSelfBattlePlayer: true) || !IsInplay)
{
return NullVfx.GetInstance();
}
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.BattleCardView._inPlayFrameEffect.SetIsSelectingAttackTarget(enable: true);
}));
sequentialVfxPlayer.Register(OnBeforeEvolveEvent(skillProcessor));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.BattleCardView._inPlayFrameEffect.SetIsSelectingAttackTarget(enable: false);
}));
base.SelfBattlePlayer.EvolvedCards.Add(this);
base.SelfBattlePlayer.AddCurrentEvolvePlayCount(1);
int attackableCount = base.AttackableCount;
sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectStop(isEvolve: true));
sequentialVfxPlayer.Register(InstantVfx.Create(base.BattleCardView._inPlayFrameEffect.HideFrameEffect));
EpSetModifier modifier = new EpSetModifier(0);
if (isSkill)
{
base.SkillApplyInformation.AddEpModifier(modifier);
}
OnEvolve(isSkill);
if (!isSkill)
{
base.SelfBattlePlayer.NowTurnEvol = false;
base.SelfBattlePlayer.IsEpEvolveThisTurn = true;
}
_isEvolution = true;
base.AttackableCount = attackableCount;
if (_buildInfo.BattleMgr.IsRecovery)
{
sequentialVfxPlayer.Register(NullVfx.GetInstance());
}
else if (getEvolveVfxFunc == null)
{
if (base.IsPlayer && _buildInfo.BattleMgr.GameMgr.GetDataMgr().Is3DSkin(isPlayer: true))
{
sequentialVfxPlayer.Register(NullVfx.GetInstance());
}
else if (base.IsPlayer && _buildInfo.BattleMgr.GameMgr.GetDataMgr().IsHighRankSkinPlayer())
{
sequentialVfxPlayer.Register(NullVfx.GetInstance());
}
else
{
sequentialVfxPlayer.Register(NullVfx.GetInstance());
}
}
else
{
sequentialVfxPlayer.Register(getEvolveVfxFunc(this, _buildInfo.ResourceMgr));
}
if (_evolveSkillCollection.Count() > 0)
{
if (_evolveSkillCollection.Count((SkillBase s) => !s.IsAttachedSkill) == 0)
{
for (int num = 0; num < _evolveSkillCollection.Count(); num++)
{
base.Skills.Add(_evolveSkillCollection.ElementAt(num));
}
_evolveSkillCollection.Clear();
}
else
{
base.Skills = _evolveSkillCollection;
}
base.Skills.Complete();
if (!isSkill)
{
skillProcessor.Register(base.Skills.CreateWhenEvolveInfo(skillProcessor, playerInfoPair, option));
}
sequentialVfxPlayer.Register(base.Skills.RegisterAndProcessWhenChangeInplayImmediateInfo(playerInfoPair));
base.Skills.CreateAndRegisterWhenChangeInplayInfo(new List<BattleCardBase> { this }, skillProcessor, playerInfoPair);
foreach (SkillBase attachedSkill in base.SkillApplyInformation.AttachedSkillsInfo.AttachedSkills)
{
if (!base.Skills.Contains(attachedSkill))
{
base.Skills.Add(attachedSkill);
}
}
base.Skills.Complete();
if (_evolveSkillCollection._skillTimingInfo.IsWhenDestroy)
{
base.BuffInfoList.RemoveAll((BuffInfo b) => b.SkillFrom is Skill_rob_skill && b.SkillFrom.SkillPrm.ownerCard != this);
}
}
if (base.IsSelfTurn)
{
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.BattleCardView._inPlayFrameEffect.UpdateCanAttackEffect();
}));
}
sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectRestart());
if (isSkill)
{
base.SkillApplyInformation.RemoveEpModifier(modifier);
}
sequentialVfxPlayer.Register(base.BattleCardView.InitializeBattleCardIcon(this, base.Skills));
if (!isSkill)
{
List<BattleCardBase> list = base.SelfBattlePlayer.HandCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0 || s.OnWhenUseEpSelfAndOtherStart != 0)).ToList();
list.AddRange(base.OpponentBattlePlayer.HandCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0 || s.OnWhenUseEpSelfAndOtherStart != 0)));
list.AddRange(base.SelfBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0 || s.OnWhenUseEpSelfAndOtherStart != 0)));
list.AddRange(base.OpponentBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0 || s.OnWhenUseEpSelfAndOtherStart != 0)));
List<BattleCardBase> list2 = new List<BattleCardBase>();
list2.Add(this);
for (int num2 = 0; num2 < list.Count; num2++)
{
if (list[num2] != this && list[num2].Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0))
{
skillProcessor.Register(list[num2].Skills.CreateWhenEvolveOtherInfo(list2, skillProcessor, new BattlePlayerReadOnlyInfoPair(list[num2].SelfBattlePlayer, list[num2].OpponentBattlePlayer)));
}
if (list[num2] != this && list[num2].Skills.Any((SkillBase s) => s.OnWhenUseEpSelfAndOtherStart != 0))
{
if (base.SelfBattlePlayer.CheckNotConsumeEpCard(this))
{
continue;
}
skillProcessor.Register(list[num2].Skills.CreateWhenUseEpSelfAndOtherInfo(skillProcessor, new BattlePlayerReadOnlyInfoPair(list[num2].SelfBattlePlayer, list[num2].OpponentBattlePlayer)));
}
if (list[num2].Skills.Any((SkillBase s) => s.OnWhenEvolveSelfAndOtherStart != 0))
{
skillProcessor.Register(list[num2].Skills.CreateWhenEvolveSelfAndOtherInfo(list2, skillProcessor, new BattlePlayerReadOnlyInfoPair(list[num2].SelfBattlePlayer, list[num2].OpponentBattlePlayer)));
}
}
}
return sequentialVfxPlayer;
}
public override VfxBase SetUpInplay()
{
_isEvolution = false;
_isEvolvedOnWhenLeave = false;
return base.SetUpInplay();
}
public override VfxBase Banish(SkillProcessor skillProcessor, bool isReturn = false)
{
if (isReturn)
{
_isEvolvedOnWhenLeave = _isEvolution;
_isEvolution = false;
}
return base.Banish(skillProcessor, isReturn);
}
public override VfxBase ReturnCard(SkillProcessor skillProcessor)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (Attackable)
{
sequentialVfxPlayer.Register(InstantVfx.Create(base.BattleCardView._inPlayFrameEffect.HideFrameEffect));
}
sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectStop(isEvolve: false, isReturn: true));
InitializeParameterOnWhenReturn();
VfxBase vfx = base.ReturnCard(skillProcessor);
sequentialVfxPlayer.Register(vfx);
return sequentialVfxPlayer;
}
public override void InitializeParameterOnWhenReturn()
{
base.IsFirstTurn = false;
base.IsSummonDrunkenness = true;
base.AttackableCount = 0;
_isEvolvedOnWhenLeave = _isEvolution;
_isEvolution = false;
base.InitializeParameterOnWhenReturn();
}
protected override VfxBase StartPlayCard()
{
base.StartPlayCard();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
base.SelfBattlePlayer.HandCardToField(this);
base.BattleCardView.ResetTemplate();
sequentialVfxPlayer.Register(NullVfx.GetInstance());
return sequentialVfxPlayer;
}
public override VfxBase StartAttack(BattleCardBase underAttackCard, BattlePlayerPair battlePlayerPair)
{
return ExecuteAttackSequence(underAttackCard, battlePlayerPair);
}
private VfxBase ExecuteAttackSequence(BattleCardBase targetCard, BattlePlayerPair battlePlayerPair)
{
SkillProcessor skillProcessor = new SkillProcessor();
DamageParam damageCalculationAtkTypeAttack = base.DamageCalculationAtkTypeAttack;
DamageParam damageCalculationAtkTypeBeAttacked = targetCard.DamageCalculationAtkTypeBeAttacked;
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
AttackOpponentResult attackOpponentResult = AttackOpponent(targetCard, damageCalculationAtkTypeAttack, skillProcessor, IsChallenge: true);
if (base.SkillApplyInformation.IsDrain)
{
sequentialVfxPlayer2.Register(WaitVfx.Create(0.3f));
sequentialVfxPlayer2.Register(ApplyDrain(damageCalculationAtkTypeAttack, skillProcessor, attackOpponentResult.damageResult));
}
AttackOpponentResult attackOpponentResult2 = targetCard.AttackOpponent(this, damageCalculationAtkTypeBeAttacked, skillProcessor, IsChallenge: false);
SequentialVfxPlayer sequentialVfxPlayer3 = SequentialVfxPlayer.Create(attackOpponentResult.attackVfx, attackOpponentResult.damageVfx);
SequentialVfxPlayer sequentialVfxPlayer4 = SequentialVfxPlayer.Create(WaitVfx.Create(0.4f), attackOpponentResult2.attackVfx);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create(attackOpponentResult2.damageVfx);
if (base.SkillApplyInformation.IsDrain)
{
parallelVfxPlayer.Register(sequentialVfxPlayer2);
}
sequentialVfxPlayer4.Register(parallelVfxPlayer);
sequentialVfxPlayer.Register(ParallelVfxPlayer.Create(sequentialVfxPlayer3, sequentialVfxPlayer4));
ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer3 = ParallelVfxPlayer.Create();
AttackSelectControl attackSelectControl = base.SelfBattlePlayer.BattleView.AttackSelectControl;
if (IsDead)
{
parallelVfxPlayer3.Register(base.SelfBattlePlayer.CardManagement(this, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, isRandom: false));
if (!targetCard.IsDead)
{
base.BattleCardView.playVoiceOnDeath = true;
base.BattleCardView.VoiceInfo.SetDestroyCardId(targetCard.BaseParameter.BaseCardId);
}
}
else
{
parallelVfxPlayer2.Register(attackSelectControl.ResetCardAfterAttack(base.BattleCardView));
}
if (targetCard.IsDead)
{
parallelVfxPlayer3.Register(targetCard.SelfBattlePlayer.CardManagement(targetCard, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, isRandom: false));
targetCard.BattleCardView.playVoiceOnDeath = true;
targetCard.BattleCardView.VoiceInfo.SetDestroyCardId(base.BaseParameter.BaseCardId);
}
else
{
parallelVfxPlayer2.Register(attackSelectControl.ResetCardAfterAttack(targetCard.BattleCardView));
}
SequentialVfxPlayer sequentialVfxPlayer5 = SequentialVfxPlayer.Create();
sequentialVfxPlayer5.Register(parallelVfxPlayer2);
sequentialVfxPlayer5.Register(parallelVfxPlayer3);
sequentialVfxPlayer.Register(sequentialVfxPlayer5);
if (!base.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
{
BattleLogManager.GetInstance().AddLogWar(this, targetCard);
}
VfxBase vfx = skillProcessor.Process(new BattlePlayerPair(base.SelfBattlePlayer, base.OpponentBattlePlayer));
sequentialVfxPlayer.Register(vfx);
sequentialVfxPlayer.Register(this.OnAfterAttack.GetAllFuncVfxResults());
return sequentialVfxPlayer;
}
public override AttackOpponentResult AttackOpponent(BattleCardBase target, DamageParam damageParam, SkillProcessor skillProcessor, bool IsChallenge)
{
VfxBase vfx = NullVfx.GetInstance();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
DamageResult damageResult = target.ApplyDamage(null, damageParam, base.SkillApplyInformation.IsKiller, isReflectedDamage: false, skillProcessor, null);
BattleManagerBase ins = _buildInfo.BattleMgr;
base.SelfBattlePlayer.Class.SkillApplyInformation.CausedDamageLife(damageResult.DamageApplied, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
sequentialVfxPlayer.Register(damageResult.Vfx);
SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
if (IsChallenge)
{
base.AttackableCount--;
if (base.SkillApplyInformation.IsSneak)
{
sequentialVfxPlayer2.Register(AfterAddDamage());
}
}
sequentialVfxPlayer2.Register(vfx);
return new AttackOpponentResult(sequentialVfxPlayer2, sequentialVfxPlayer, damageResult);
}
protected VfxBase ApplyDrain(DamageParam damageParam, SkillProcessor skillProcessor, DamageResult damageResult)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
BattleCardBase beforeHealCard = base.SelfBattlePlayer.Class.VirtualClone(base.SelfBattlePlayer.Class.SelfBattlePlayer, base.SelfBattlePlayer.Class.OpponentBattlePlayer);
HealParam healParam = new HealParam(damageResult.GainLife, this, base.SelfBattlePlayer.Class);
HealResult healResult = base.SelfBattlePlayer.Class.ApplyHealing(healParam, skillProcessor);
SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create(healResult.HealVfx, healResult.PrehealVfxVfx, healResult.PosthealVfxVfx);
skillProcessor.Register(base.SelfBattlePlayer.Class.Skills.CreateWhenHealing(base.SelfBattlePlayer.Class, skillProcessor, new BattlePlayerReadOnlyInfoPair(base.SelfBattlePlayer, base.OpponentBattlePlayer), healResult.HealAmount));
sequentialVfxPlayer2.Register(base.SelfBattlePlayer.StartSkillWhenHealingSelfAndOther(new List<BattleCardBase> { base.SelfBattlePlayer.Class }, skillProcessor, new List<int> { healResult.HealAmount }));
base.SelfBattlePlayer.CallOnDrain(healResult.HealAmount);
if (base.SelfBattlePlayer.Class.BattleCardView.CardWrapObject != null)
{
EffectBattle effectBattle = null;
Vector3 effectPosition = base.SelfBattlePlayer.Class.BattleCardView.CardWrapObject.transform.position;
sequentialVfxPlayer.Register(new SkillBase.WaitEffectLoadVfx("btl_magic_cure_1", EffectMgr.EngineType.SHURIKEN, "se_btl_magic_cure_1", _buildInfo.BattleMgr.BattleResourceMgr, delegate(EffectBattle eb)
{
effectBattle = eb;
}));
VfxBase vfx = NullVfx.GetInstance();
sequentialVfxPlayer2.Register(vfx);
}
sequentialVfxPlayer.Register(sequentialVfxPlayer2);
if (!base.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
{
BattleLogManager.GetInstance().AddLogHeal(beforeHealCard, healResult.HealAmount);
}
return sequentialVfxPlayer;
}
public override DamageResult ApplyDamage(SkillBase skill, DamageParam damageParam, bool doesAttackerPossessKiller, bool isReflectedDamage, SkillProcessor skillProcessor, BattleCardBase reflectCard)
{
int damage = damageParam.Damage;
bool isSkillDamage = skill != null;
bool isSpellDamage = skill?.SkillPrm.ownerCard.IsSpell ?? false;
BattleCardBase damageReflectionTarget = GetDamageReflectionTarget(isSkillDamage);
if (damageReflectionTarget != this)
{
return damageReflectionTarget.ApplyDamage(skill, damageParam, doesAttackerPossessKiller: false, isReflectedDamage: true, skillProcessor, this);
}
damageParam.Damage = CalculateFinalDamageAmount(damageParam.Damage, isSkillDamage, isSpellDamage);
new SkillConditionCheckerOption().DefaultDamage = new DamageInfo(skill, damage);
BattleManagerBase ins = _buildInfo.BattleMgr;
base.SkillApplyInformation.DamageLife(damageParam.Damage, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
if (doesAttackerPossessKiller && !base.SkillApplyInformation.IsIndependent && !base.SkillApplyInformation.IsIndestructible)
{
FlagCardAsDestroyedByKiller();
}
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(NullVfx.GetInstance());
skillProcessor.Register(base.Skills.CreateWhenDamageInfo(skill, skillProcessor, new BattlePlayerReadOnlyInfoPair(base.SelfBattlePlayer, base.OpponentBattlePlayer), damage, damageParam.Damage));
sequentialVfxPlayer.Register(base.ApplyDamage(skill, damageParam, doesAttackerPossessKiller, isReflectedDamage, skillProcessor, reflectCard).Vfx);
return new DamageResult(sequentialVfxPlayer, damageParam.Damage, damageParam.Damage, null, null, isReflectedDamage);
}
public override HealResult ApplyHealing(HealParam healParam, SkillProcessor skillProcessor)
{
BattleManagerBase ins = _buildInfo.BattleMgr;
int num = HealLife(healParam.HealAmount, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(NullVfx.GetInstance());
new SkillConditionCheckerOption().HealingCardAndValue = new List<BattlePlayerBase.CardAndValue>
{
new BattlePlayerBase.CardAndValue(this, num)
};
return new HealResult(num, sequentialVfxPlayer);
}
public override VfxBase RemoveFromInPlay()
{
VfxBase result = base.RemoveFromInPlay();
if (this != null && !IsDead)
{
base.SkillApplyInformation.ClearParameterModifier();
}
return result;
}
protected override ISkillApplyInformation CreateSkillApplyInformation(BattleCardBase card)
{
return new UnitSkillApplyInformation(card);
}
protected override IBattleCardView CreateView(BattleCardView.BuildInfo buildInfo, bool isNullView)
{
if (isNullView)
{
return new NullBattleCardView(buildInfo);
}
return new UnitBattleCardView(buildInfo);
}
public override string GetCardSkillDescription(BattlePlayerBase.SideLogInfo sideLogInfo, bool? isForceGetEvolveText = null)
{
bool flag = IsEvolution;
if (isForceGetEvolveText.HasValue)
{
flag = isForceGetEvolveText.Value;
}
if (!flag)
{
return SkillDescription(sideLogInfo);
}
return EvoSkillDescription(sideLogInfo);
}
public override VfxBase RecoveryInPlay(int inPlayIndex, bool newReplayMoveTurn = false)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(base.RecoveryInPlay(inPlayIndex, newReplayMoveTurn));
if (IsEvolution)
{
sequentialVfxPlayer.Register(NullVfx.GetInstance());
if (base.IsChoiceEvolutionCard)
{
sequentialVfxPlayer.Register(NullVfx.GetInstance());
}
sequentialVfxPlayer.Register(NullVfx.GetInstance());
}
sequentialVfxPlayer.Register(NullVfx.GetInstance());
sequentialVfxPlayer.Register(NullVfx.GetInstance());
if (Attackable && base.IsSelfTurn)
{
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.BattleCardView._inPlayFrameEffect.UpdateCanAttackEffect();
}));
}
return sequentialVfxPlayer;
}
public override BattleCardBase VirtualClone(BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer)
{
VirtualUnitBattleCard virtualUnitBattleCard = new VirtualUnitBattleCard(_buildInfo.VirtualClone(selfBattlePlayer, opponentBattlePlayer));
virtualUnitBattleCard._isEvolution = IsEvolution;
CopyToVirtualCardBase(virtualUnitBattleCard);
return virtualUnitBattleCard;
}
}