Files
SVSimServer/SVSim.BattleEngine/Engine/SkillConditionWrath.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

41 lines
1.1 KiB
C#

using Wizard;
public class SkillConditionWrath : ISkillConditionChecker
{
public bool IsSelfDamageCountGreaterThanSeven { get; private set; }
public SkillConditionWrath(string flag)
{
IsSelfDamageCountGreaterThanSeven = flag == "true";
}
public bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
int damageCount = playerInfoPair.ReadOnlySelf.SkillInfoClass.DamagedCounter.GetDamageCount(selfTurn: true);
bool isForceWrath = playerInfoPair.ReadOnlySelf.SkillInfoClass.SkillApplyInformation.IsForceWrath;
if (IsSelfDamageCountGreaterThanSeven)
{
if (!isForceWrath)
{
return IsWrath(damageCount);
}
return true;
}
if (!isForceWrath)
{
return !IsWrath(damageCount);
}
return false;
}
public bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return IsRight(playerInfoPair, option);
}
public static bool IsWrath(int selfDamageCount)
{
return selfDamageCount >= 7;
}
}