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:
@@ -0,0 +1,75 @@
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user