Files
SVSimServer/SVSim.BattleEngine/Engine/BattlePlayer.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

347 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle;
using Wizard.Battle.Player.Emotion;
using Wizard.Battle.UI;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class BattlePlayer : BattlePlayerBase
{
private readonly Vector3 FIELD_CENTER_POSITION = new Vector3(0f, -0.3f, 0f);
private BattleUIContainer _battleUIContainer;
protected CanNotTouchCardVfx _canNotTouchCardVfx;
public bool _isPlayerActive;
public int PlayCardTouchCount;
public bool IsTimeOverTurnEndProcessing;
public bool IsDuringChoiceBrave;
public override bool IsGameFirst => base.BattleMgr.IsFirst;
public override bool IsPlayer => true;
public override IBattlePlayerView BattleView => PlayerBattleView;
public virtual IPlayerView PlayerBattleView { get; protected set; }
public override IEmotion Emotion => PlayerEmotion;
public IPlayerEmotion PlayerEmotion { get; protected set; }
public bool IsTurnStartEffectNotFinished { get; set; }
public override bool CanChoiceBraveThisTurn
{
get
{
if (!base.IsAlreadyChoiceBraveInThisTurn && !IsTimeOverTurnEndProcessing)
{
return base.IsChoiceBraveEffectTiming;
}
return false;
}
}
public override bool CanChoiceBrave
{
get
{
if (CanChoiceBraveThisTurn && base.CanPlayAnyChoiceBraveCard && BattleView.IsTouchable() && !BattleView.IsSelecting && !CantPlayChoiceBrave)
{
return !PlayerBattleView.IsMoving();
}
return false;
}
}
public event Func<VfxBase> OnAfterPlayerTurnStart;
public event Action OnPlayerActive;
public event Action<List<BattleCardBase>> OnMulliganEndForReplay;
public BattlePlayer(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround, IInnerOptionsBuilder innerOptionsBuilder)
: base(battleMgr, battleCamera, backGround, innerOptionsBuilder)
{
}
protected override void Initialize()
{
PlayerBattleView = new BattlePlayerView(this);
}
protected override void CreateSelfBattleCard()
{
PlayerClassBattleCard item = new PlayerClassBattleCard(new ClassBattleCardBase.ClassBuildInfo(_isPlayer: true, 20, this, base.BattleMgr.BattleEnemy, base.BattleMgr, base.BattleMgr.BattleResourceMgr));
base.ClassAndInPlayCardList.Add(item);
}
public override void Setup(BattlePlayerBase opponentBattlePlayer)
{
if (_battleUIContainer == null && !(this is VirtualBattlePlayer) && (base.IsSelfTurn || IsTurnStartEffectNotFinished))
{
_battleUIContainer = base.BattleMgr.BattleUIContainer;
_battleUIContainer.DisableMenu();
}
PlayerEmotion = _innerOptionsBuilder.CreatePlayerEmotion((IClassBattleCardView)base.Class.BattleCardView);
base.OnTurnEnd += (SkillProcessor skill) => InstantVfx.Create(delegate
{
if (!GameMgr.GetIns().IsWatchBattle)
{
PlayerBattleView.TurnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
}
});
opponentBattlePlayer.OnTurnStartAfterDraw += () => InstantVfx.Create(delegate
{
EnableBattleMenu();
ITurnEndButtonUI turnEndButtonUI = PlayerBattleView.TurnEndButtonUI;
if (!turnEndButtonUI.GameObject.activeSelf)
{
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
}
turnEndButtonUI.GameObject.SetActive(value: true);
turnEndButtonUI.EnableButton();
turnEndButtonUI.HideBtn();
turnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
});
base.Setup(opponentBattlePlayer);
}
public override void SetupClone(BattlePlayerBase sourceBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer, CloneActualFlags cloneFlags)
{
sourceBattlePlayer.CopyToVirtualBase(this, virtualOpponentBattlePlayer, cloneFlags);
}
public override void SetupCardEvent(BattleCardBase card)
{
base.SetupCardEvent(card);
card.OnPlay += delegate
{
foreach (BattleCardBase item in base.HandCardList.Where((BattleCardBase c) => c != card))
{
item.BattleCardView.UpdateMovability();
}
BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
return NullVfx.GetInstance();
};
}
public override VfxBase TurnStart()
{
VfxBase vfxBase = base.TurnStart();
if (base.BattleMgr.IsRecovery)
{
EnableBattleMenu();
if (base.IsSelfTurn)
{
_isPlayerActive = true;
}
}
return SequentialVfxPlayer.Create(vfxBase, InstantVfx.Create(PlayerBattleView.UpdateTurnEndPulseEffect));
}
public void TurnStartEffectEnd()
{
IsTurnStartEffectNotFinished = false;
}
private void EnableBattleMenu()
{
if (_battleUIContainer != null)
{
_battleUIContainer.EnableMenu();
}
}
public override VfxBase StartTurnControl(string log = "")
{
if (_canNotTouchCardVfx == null)
{
_canNotTouchCardVfx = new CanNotTouchCardVfx();
BattleManagerBase.GetIns().VfxMgr.RegisterImmediateVfx(_canNotTouchCardVfx);
}
if (GameMgr.GetIns().IsNetworkBattle)
{
NetworkBattleManagerBase networkBattleManagerBase = BattleManagerBase.GetIns() as NetworkBattleManagerBase;
if (networkBattleManagerBase.turnEndTimeController != null)
{
networkBattleManagerBase.turnEndTimeController.AddTurnEndTimerLog("TurnStart" + log);
}
}
PlayerEmotion.ResetPlayCount();
Turn++;
SequentialVfxPlayer sequentialVfxPlayer = TurnEvolveControl(PlayerBattleView.EpIcon);
VfxBase vfx = TurnStart();
sequentialVfxPlayer.Register(vfx);
VfxBase allFuncVfxResults = this.OnAfterPlayerTurnStart.GetAllFuncVfxResults();
this.OnAfterPlayerTurnStart = null;
sequentialVfxPlayer.Register(allFuncVfxResults);
VfxBase vfx2 = base.BattleMgr.JudgeBattleResult();
sequentialVfxPlayer.Register(vfx2);
return sequentialVfxPlayer;
}
public override VfxBase UsePp(int pp, bool isNewReplayMoveTurn = false)
{
base.UsePp(pp);
if (BattleManagerBase.IsForecast)
{
return NullVfx.GetInstance();
}
int pp2 = base.Pp;
Vector3 zero = Vector3.zero;
zero = BattleView.GetPPLabelPosition();
return m_vfxCreator.CreateUsePp(pp2, base.PpTotal, zero, isNewReplayMoveTurn);
}
protected override VfxBase TurnStartDrawCard(SkillProcessor skillProcessor)
{
int drawCount = ((IsGameFirst || Turn != 1) ? 1 : 2);
VfxWith<IEnumerable<BattleCardBase>> vfxWith = RandomCardDraw(drawCount, skillProcessor);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(vfxWith.Vfx);
sequentialVfxPlayer.Register(CardDrawVfx(vfxWith.Value));
BattleLogManager.GetInstance().AddLogOverDrawCards(vfxWith.Value.Where((BattleCardBase s) => !s.IsInHand).ToList());
return sequentialVfxPlayer;
}
public override VfxBase TurnEnd()
{
bool flag = false;
if (BattleManagerBase.GetIns().VfxMgr.IsEnd && IsTimeOverTurnEndProcessing)
{
base.HandControl.RearrangeHand(0.4f, base.HandCardList.ConvertToViewList());
flag = true;
}
_isPlayerActive = false;
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create(base.TurnEnd());
foreach (BattleCardBase handCard in base.HandCardList)
{
handCard.BattleCardView.HideCanPlayEffect();
}
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.NowTurnEvol = true;
}));
if (IsTimeOverTurnEndProcessing && !flag)
{
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.HandControl.RearrangeHand(0.4f, base.HandCardList.ConvertToViewList());
}));
}
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
IsTimeOverTurnEndProcessing = false;
}));
return sequentialVfxPlayer;
}
public override void HandCardToField(BattleCardBase targetCard, SkillBase skill = null)
{
base.HandCardToField(targetCard, skill);
if (base.HandCardList.Count <= 0)
{
base.BattleMgr.VfxMgr.RegisterImmediateVfx(BattleView.HandUnfocus());
}
}
protected override void SetActive()
{
PlayerActive();
this.OnPlayerActive.Call();
_isPlayerActive = true;
}
protected override void PlayerActive()
{
TurnStartEffectEnd();
EnableBattleMenu();
if (!GameMgr.GetIns().IsWatchBattle && !GameMgr.GetIns().IsReplayBattle)
{
ITurnEndButtonUI turnEndButtonUI = PlayerBattleView.TurnEndButtonUI;
turnEndButtonUI.StartTurnEndCountdown();
turnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
}
_canNotTouchCardVfx.End();
_canNotTouchCardVfx = null;
if (!IsGameFirst || Turn != 1)
{
base.IsChoiceBraveEffectTiming = true;
PlayerBattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}
}
public override BattlePlayerBase CreateVirtualPlayer()
{
return new VirtualBattlePlayer(base.BattleMgr, base.BattleCamera, base.BackGround);
}
public override void UpdateHandCardsPlayability(bool areArrowsForcedOff = false)
{
foreach (BattleCardBase handCard in base.HandCardList)
{
handCard.BattleCardView.areArrowsForcedOff = areArrowsForcedOff;
handCard.BattleCardView.UpdateMovability();
}
if (base.IsSelfTurn && !GameMgr.GetIns().IsNewReplayBattle)
{
CantPlayChoiceBrave = areArrowsForcedOff;
BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}
}
private bool IsDrawing()
{
if (base.HandCardList.Count != 0)
{
return base.HandCardList[0].IsOnDraw;
}
return false;
}
public override VfxBase MoveToHand(List<BattleCardBase> cardsToMoveToHand)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
foreach (BattleCardBase item in cardsToMoveToHand)
{
parallelVfxPlayer.Register(item.CreateMoveToHandVfx());
}
return SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
{
UpdateHandCardsPlayability();
}));
}
public override VfxBase CardDrawVfx(IEnumerable<BattleCardBase> cards, bool skipShuffle = false, bool isOpenDrawSkill = false)
{
return m_vfxCreator.CreateCardDraw(cards, isOpenDrawSkill);
}
public override EffectBattle GetSkillEffect(string skillEffectPath)
{
return GameMgr.GetIns().GetEffectMgr().GetEffectBattle(skillEffectPath);
}
public override Vector3 GetFieldCenterPosition()
{
return FIELD_CENTER_POSITION;
}
public void CallRecordingMulliganEnd(List<BattleCardBase> cards)
{
this.OnMulliganEndForReplay.Call(cards);
}
}