feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)

Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
This commit is contained in:
gamer147
2026-06-05 17:22:20 -04:00
parent 0d9d8acae0
commit 957af3d1ec
1795 changed files with 166536 additions and 0 deletions

View File

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using System.Collections;
using System.Collections.Generic;
namespace Wizard;
public class AIBattleSimulationLauncher
{
private EnemyAI _ai;
private bool _isTimeOverLogic;
private bool _isUseEmptyPlayPtnSimulator;
private bool _isEvol;
private AIVirtualField _field;
private SimulationAdditionalActionInfoSet _additionalActions;
public IBattleSimulationAI BattleSimAI { get; private set; }
public AIBattleSimulationLauncher(AIVirtualField field, EnemyAI ai, bool useEvo, IBattleSimulationAI emptyPlayPtnSimulator = null, SimulationAdditionalActionInfoSet additionalActionInfoSet = null)
{
_ai = ai;
_isEvol = useEvo;
_field = field;
_additionalActions = additionalActionInfoSet;
CreateSimulator(emptyPlayPtnSimulator);
}
private void CreateSimulator(IBattleSimulationAI emptyPlayPtnSimulator)
{
if (_ai.IsRunWeakLogic)
{
_isTimeOverLogic = true;
if (_isEvol && _ai.BestPlayPtn.Count <= 0 && emptyPlayPtnSimulator != null)
{
BattleSimAI = emptyPlayPtnSimulator;
_isUseEmptyPlayPtnSimulator = true;
}
else
{
BattleSimAI = new AITimeOverAttackSimulator();
}
return;
}
List<AIVirtualActionInfo> allMovesForFullSimulation = AISimulationUtility.GetAllMovesForFullSimulation(_field, _isEvol, _additionalActions);
if (allMovesForFullSimulation.Count <= AISimulationUtility.FULL_SIMULATION_MOVE_COUNT_TURESHOLD)
{
BattleSimAI = new FullSimulationAI(_ai, allMovesForFullSimulation);
}
else if (_isEvol && _ai.BestPlayPtn.Count <= 0 && emptyPlayPtnSimulator != null)
{
BattleSimAI = emptyPlayPtnSimulator;
_isUseEmptyPlayPtnSimulator = true;
}
else
{
BattleSimAI = new BestInPlayMoveAI(_ai);
}
}
public IEnumerator ExecuteBattleSimulationAI(PlayPtnWithToken[] playPtnWithToken, bool checkTimeOverLogic)
{
if (!_isUseEmptyPlayPtnSimulator)
{
yield return EnemyAICoroutine.GetInstance().StartCoroutine(BattleSimAI._CrSimulate(_field, _isEvol, !_isTimeOverLogic && checkTimeOverLogic, playPtnWithToken, _additionalActions));
if (_ai.IsRunWeakLogic && !_isTimeOverLogic && checkTimeOverLogic)
{
BattleSimAI = new AITimeOverAttackSimulator();
yield return EnemyAICoroutine.GetInstance().StartCoroutine(BattleSimAI._CrSimulate(_field, _isEvol, checkTimeOverLogic: false, playPtnWithToken, _additionalActions));
}
}
}
}