Files
SVSimServer/SVSim.BattleEngine/Engine/SkillInOrderFromOldestFilter.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

51 lines
1.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillInOrderFromOldestFilter : ISkillCustomSelectFilter
{
private int _count;
public List<IReadOnlyBattleCardInfo> OldTargets { get; private set; }
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption option)
{
List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
OldTargets = cards.ToList();
if (option.NextTargetCards != null && option.NextTargetCards.Count > 0)
{
list.AddRange(option.NextTargetCards);
}
else
{
List<IReadOnlyBattleCardInfo> firstInOrderFromOldest = GetFirstInOrderFromOldest(OldTargets, battlePlayerInfos.Single((IBattlePlayerReadOnlyInfo p) => p.IsPlayer == OldTargets[0].IsPlayer));
if (firstInOrderFromOldest != null)
{
list.AddRange(firstInOrderFromOldest);
}
}
return list;
}
private List<IReadOnlyBattleCardInfo> GetFirstInOrderFromOldest(IEnumerable<IReadOnlyBattleCardInfo> list, IBattlePlayerReadOnlyInfo player)
{
List<IReadOnlyBattleCardInfo> list2 = null;
List<IReadOnlyBattleCardInfo> list3 = list.Where((IReadOnlyBattleCardInfo s) => player.SkillInfoClassAndInPlayCards.Any((IReadOnlyBattleCardInfo p) => p == s)).ToList();
if (list3.Count > 0)
{
list2 = new List<IReadOnlyBattleCardInfo>();
IReadOnlyBattleCardInfo readOnlyBattleCardInfo = list3.SingleOrDefault((IReadOnlyBattleCardInfo s) => player.SkillInfoClass == s);
list3.Remove(readOnlyBattleCardInfo);
if (list3.Count > 0)
{
list2.Add(list3.First());
}
else if (readOnlyBattleCardInfo != null)
{
list2.Add(readOnlyBattleCardInfo);
}
}
return list2;
}
}