Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AISummonedCardContainer.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

116 lines
3.3 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AISummonedCardContainer
{
private class SummonedCardListSet
{
public List<AIVirtualCard> TurnSummonedCards { get; private set; }
public List<AIVirtualCard> GameSummonedCards { get; private set; }
public SummonedCardListSet()
{
TurnSummonedCards = new List<AIVirtualCard>();
GameSummonedCards = new List<AIVirtualCard>();
}
private SummonedCardListSet(SummonedCardListSet clone)
{
TurnSummonedCards = new List<AIVirtualCard>(clone.TurnSummonedCards);
GameSummonedCards = new List<AIVirtualCard>(clone.GameSummonedCards);
}
public SummonedCardListSet Clone()
{
return new SummonedCardListSet(this);
}
public void AddSummonedCard(AIVirtualCard card)
{
AddTurnSummonedCard(card);
AddGameSummonedCard(card);
}
public void AddTurnSummonedCard(AIVirtualCard card)
{
TurnSummonedCards.Add(card);
}
private void AddGameSummonedCard(AIVirtualCard card)
{
GameSummonedCards.Add(card);
}
public void LoadListSet(AIVirtualField field, BattlePlayerBase player)
{
BattleManagerBase ins = BattleManagerBase.GetIns();
int currentTurn = ins.CurrentTurn;
bool isSelfTurn = ins.BattlePlayer.IsSelfTurn;
for (int i = 0; i < player.GameSummonCards.Count; i++)
{
BattlePlayerBase.TurnAndCard turnAndCard = player.GameSummonCards[i];
SummonedVirtualCard card = new SummonedVirtualCard(turnAndCard.Card as BattleCardBase, field);
AddGameSummonedCard(card);
if (turnAndCard.Turn == currentTurn && turnAndCard.IsSelfTurn == isSelfTurn)
{
AddTurnSummonedCard(card);
}
}
}
}
private SummonedCardListSet _allySummonedListSet = new SummonedCardListSet();
private SummonedCardListSet _enemySummonedListSet = new SummonedCardListSet();
public int AllyTurnSummonedListCount => _allySummonedListSet.TurnSummonedCards.Count;
public AISummonedCardContainer()
{
}
private AISummonedCardContainer(AISummonedCardContainer clone)
{
_allySummonedListSet = clone._allySummonedListSet.Clone();
_enemySummonedListSet = clone._enemySummonedListSet.Clone();
}
public AISummonedCardContainer Clone()
{
return new AISummonedCardContainer(this);
}
public void LoadSummonedCardList(AIVirtualField field, BattlePlayerBase ally, BattlePlayerBase enemy)
{
_allySummonedListSet.LoadListSet(field, ally);
_enemySummonedListSet.LoadListSet(field, enemy);
}
public List<AIVirtualCard> GetSummonedList(bool isAlly, bool isTurnList)
{
SummonedCardListSet summonedCardListSet = (isAlly ? _allySummonedListSet : _enemySummonedListSet);
if (!isTurnList)
{
return summonedCardListSet.GameSummonedCards;
}
return summonedCardListSet.TurnSummonedCards;
}
public void AddSummonedCard(AIVirtualCard card)
{
(card.IsAlly ? _allySummonedListSet : _enemySummonedListSet).AddSummonedCard(card);
}
public void RollBackSummonedCard(int beforeTurnSummonedCount)
{
int num = _allySummonedListSet.TurnSummonedCards.Count - beforeTurnSummonedCount;
if (0 < num)
{
_allySummonedListSet.TurnSummonedCards.RemoveRange(beforeTurnSummonedCount, num);
_allySummonedListSet.GameSummonedCards.RemoveRange(beforeTurnSummonedCount, num);
}
}
}