feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
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using System.Collections.Generic;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Mulligan;
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public class NetworkOpponentMulliganCtrl : OpponentMulliganCtrl
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{
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public NetworkOpponentMulliganCtrl(BattlePlayerBase player, MulliganInfoControl mulliganInfo, bool isUseExchangeMark)
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: base(player, mulliganInfo, isUseExchangeMark)
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{
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_mulliganView = new OpponentMulliganView(mulliganInfo, isUseExchangeMark);
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_isHideCard = true;
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}
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public override VfxBase StartMulliganVfx(SkillProcessor skillProcessor)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(_battlePlayer.BattleMgr.LoadCardResources(_firstDrawList));
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sequentialVfxPlayer.Register(new EnemyMulliganDrawVfx(_firstDrawList, GetMulliganInfo()));
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_battlePlayer.CallRecordingMulliganStart(_firstDrawList);
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return sequentialVfxPlayer;
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}
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protected override IDictionary<int, BattleCardBase> _MoveNewCardToHand(IList<BattleCardBase> AbandonCards)
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{
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return NetworkMoveNewCardToHand(AbandonCards);
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}
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}
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@@ -0,0 +1,39 @@
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using System.Collections.Generic;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Mulligan;
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public class NetworkPlayerMulliganCtrl : PlayerMulliganCtrl
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{
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public NetworkPlayerMulliganCtrl(BattlePlayerBase player, MulliganInfoControl mulliganInfo, IPlayerView view)
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: base(player, mulliganInfo, view)
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{
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_playerMulliganView = new PlayerMulliganView(mulliganInfo, view);
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_mulliganView = _playerMulliganView;
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m_AbandonList = new List<BattleCardBase>();
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}
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public override VfxBase StartMulliganVfx(SkillProcessor skillProcessor)
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{
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DrawFirstMulliganCard();
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(new PlayerMulliganDrawVfx(_firstDrawList, GetMulliganInfo()));
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sequentialVfxPlayer.Register(_playerMulliganView.SortFirstDrawsToKeepZone(_firstDrawList));
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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for (int i = 0; i < _firstDrawList.Count; i++)
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{
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_firstDrawList[i].SetOnDraw(draw: false);
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}
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_isSetOnCard = true;
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}));
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_battlePlayer.CallRecordingMulliganStart(_firstDrawList);
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return sequentialVfxPlayer;
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}
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protected override IDictionary<int, BattleCardBase> _MoveNewCardToHand(IList<BattleCardBase> AbandonCards)
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{
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return NetworkMoveNewCardToHand(AbandonCards);
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}
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}
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