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.
This commit is contained in:
gamer147
2026-06-05 20:30:59 -04:00
parent 78f310c2b3
commit 824309ec44
472 changed files with 55870 additions and 0 deletions

View File

@@ -0,0 +1,111 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using LitJson;
using Wizard.AutoTest;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Operation;
public abstract class SkillOperationCommandBase : IOperationCommand
{
protected AutoTestBattleMgr.CardInfo _cardInfo;
protected readonly List<SkillTargetInfo> _skillTargetInfoList = new List<SkillTargetInfo>();
public SkillOperationCommandBase(JsonData actionJsonData)
{
_cardInfo = parseSkillInfo(actionJsonData);
if (!actionJsonData.HasKey("reaction"))
{
return;
}
JsonData jsonData = actionJsonData["reaction"];
if (jsonData.IsObject)
{
parseSkillInfo(jsonData);
return;
}
foreach (JsonData item in jsonData.ToJsonDataCollection("reaction"))
{
parseSkillInfo(item);
}
}
private AutoTestBattleMgr.CardInfo parseSkillInfo(JsonData jsonData)
{
string cardName = jsonData["index"].ToString();
int cardId = jsonData.ToIntOrDefault("id", 0);
int cost = jsonData.ToIntOrDefault("cost", -1);
AutoTestBattleMgr.CardInfo cardInfo = new AutoTestBattleMgr.CardInfo(cardName, cardId, cost);
IEnumerable<JsonData> enumerable = jsonData.ToJsonDataCollection("skill_target");
if (enumerable != null)
{
foreach (JsonData item in enumerable)
{
_skillTargetInfoList.Add(new SkillTargetInfo(cardInfo, item.ToString()));
}
}
return cardInfo;
}
protected void SetupSkillSummon()
{
}
public abstract void Operation(BattleManagerBase battleMgr);
protected VfxWith<List<BattleCardBase>> GetSkillSelectedCardsWithVfx(BattleCardBase card, bool isEvolution, Func<bool, VfxBase> func = null)
{
BattleManagerBase ins = BattleManagerBase.GetIns();
List<SkillBase> list = card.GetSelectTypeSkill(isEvolution).ToList();
SkillCollectionBase source = (isEvolution ? card.EvolutionSkills : card.NormalSkills);
VfxBase vfx = NullVfx.GetInstance();
if (list.Count == 0 && !isEvolution && source.Any(delegate(SkillBase s)
{
if (!(s is Skill_pp_fixeduse skill_pp_fixeduse))
{
return false;
}
return skill_pp_fixeduse.IsMutationFixedUseCost && s.CheckCondition(new BattlePlayerReadOnlyInfoPair(s.SkillPrm.selfBattlePlayer, s.SkillPrm.opponentBattlePlayer), new SkillConditionCheckerOption(), isPrePlay: true);
}) && source.Any((SkillBase s) => s is Skill_transform))
{
Skill_transform accelerateOrCrystallizeTransformSkill = card.GetAccelerateOrCrystallizeTransformSkill();
if (accelerateOrCrystallizeTransformSkill != null)
{
list = ins.CreateTransformCardRegisterVfx(accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard, accelerateOrCrystallizeTransformSkill.TransformId, accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard.IsPlayer).GetSelectTypeSkill(isEvolution).ToList();
}
}
bool flag = list.Count > 0 && _skillTargetInfoList.Any();
if (func != null)
{
vfx = func.Call(flag);
}
IEnumerable<SkillBase> enumerable = list.Where((SkillBase s) => s.IsChoiceType);
bool flag2 = enumerable != null && enumerable.Count() > 0;
int num = 0;
foreach (SkillBase item3 in enumerable)
{
num = ((!(item3.ApplySelectFilter is SkillChoiceSelectFilter)) ? (num + 1) : (num + ((SkillChoiceSelectFilter)item3.ApplySelectFilter).Count));
}
List<BattleCardBase> list2 = new List<BattleCardBase>();
if (flag)
{
foreach (SkillTargetInfo skillTargetInfo in _skillTargetInfoList)
{
if (flag2 && num > 0)
{
BattleCardBase item = ins.CreateTransformCardRegisterVfx(card, skillTargetInfo.TargetCard.Index, _cardInfo.IsPlayer);
list2.Add(item);
num--;
continue;
}
AutoTestBattleMgr.CardInfo targetCardInfo = skillTargetInfo.TargetCard;
BattleCardBase item2 = ins.GetBattlePlayer(targetCardInfo.IsPlayer).AllCards.Single((BattleCardBase c) => c.Index == targetCardInfo.Index);
list2.Add(item2);
}
}
return new VfxWith<List<BattleCardBase>>(vfx, list2);
}
}