Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/BossRushBattleData.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
2026-06-05 16:57:20 -04:00

84 lines
2.6 KiB
C#

using System.Collections.Generic;
using Wizard.Battle.Recovery;
namespace Wizard;
public class BossRushBattleData
{
public int QuestStageId { get; private set; }
public int Battle3dFieldID { get; private set; }
public string BgmId { get; private set; }
public int CharaId { get; private set; }
public int EnemyAiId { get; private set; }
public int EmblemId { get; private set; }
public int DegreeId { get; private set; }
public int PlayerEmotionOverride { get; private set; }
public int EnemyEmotionOverride { get; private set; }
public bool IsMockBattle { get; private set; }
public int RecoveryPointWhenFinish { get; private set; }
public List<BossRushSpecialSkill> PlayerSkillList { get; private set; }
public BossRushSpecialSkill EnemySkill { get; private set; }
public int MaxBattleCount { get; }
public int CurrentWinCount { get; }
public BossRushBattleData(BossRushLobbyBossData bossData, List<BossRushSpecialSkill> playerSkillList, BossRushSpecialSkill enemySkill, BossRushLobbyData lobbyData)
{
QuestStageId = bossData.QuestStageId;
Battle3dFieldID = bossData.Battle3dFieldId;
BgmId = bossData.BgmId;
CharaId = bossData.CharacterId;
EnemyAiId = bossData.AI;
EmblemId = (int)bossData.EmblemId;
DegreeId = (int)bossData.DegreeId;
RecoveryPointWhenFinish = bossData.RecoveryPoint;
PlayerSkillList = playerSkillList;
EnemySkill = enemySkill;
MaxBattleCount = lobbyData.BossDataList.Count;
CurrentWinCount = lobbyData.WinCount;
}
public BossRushBattleData(QuestBossData bossData, List<BossRushSpecialSkill> playerSkillList, BossRushSpecialSkill enemySkill)
{
QuestStageId = bossData.StageId;
Battle3dFieldID = bossData.Battle3dFieldId;
BgmId = bossData.BgmId;
CharaId = bossData.CharacterId;
EnemyAiId = bossData.AI;
EmblemId = (int)bossData.EmblemId;
DegreeId = (int)bossData.DegreeId;
RecoveryPointWhenFinish = bossData.RecoveryPoint;
PlayerSkillList = playerSkillList;
EnemySkill = enemySkill;
}
public BossRushBattleData(SetupConditionInfo setupInfo)
{
QuestStageId = setupInfo.QuestStageId;
Battle3dFieldID = setupInfo.BackGroundId;
BgmId = setupInfo.BgmId;
CharaId = setupInfo.EnemyInfo.CharaId;
EnemyAiId = setupInfo.QuestEnemyAiId;
EmblemId = setupInfo.QuestEnemyEmblemId;
DegreeId = setupInfo.QuestEnemyDegreeId;
RecoveryPointWhenFinish = setupInfo.RecoveryPoint;
PlayerSkillList = setupInfo.QuestPlayerSkillList;
EnemySkill = setupInfo.QuestEnemySkill;
MaxBattleCount = setupInfo.QuestMaxBattleCount;
CurrentWinCount = setupInfo.QuestCurrentWinCount;
}
}