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.
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71
SVSim.BattleEngine/Engine/Wizard/AIBreakBuff.cs
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71
SVSim.BattleEngine/Engine/Wizard/AIBreakBuff.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIBreakBuff : AITriggerAndTargetFiltersTagBase
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{
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private readonly int LIFE_ARG_OFFSET = 1;
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private readonly int ATTACK_ARG_OFFSET = 2;
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private readonly int SELECT_TYPE_ARG_OFFSET = 3;
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public AIPolishConvertedExpression Attack { get; private set; }
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public AIPolishConvertedExpression Life { get; private set; }
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public AIScriptTokenArgType SelectType { get; protected set; }
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protected override int NON_FILTER_FIRST_OFFSET => SELECT_TYPE_ARG_OFFSET;
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public AIBreakBuff(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.InitExpressions(text);
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Attack = _exprList[_exprList.Count - ATTACK_ARG_OFFSET];
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Life = _exprList[_exprList.Count - LIFE_ARG_OFFSET];
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SelectType = AIPlayTagInitializingUtility.CreateSingleArgType(_exprList[_exprList.Count - SELECT_TYPE_ARG_OFFSET], base.LegalSelectTypes);
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}
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protected override void RunTagMethod(List<AIVirtualCard> targets, AIVirtualField field, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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base.RunTagMethod(targets, field, tagOwner, playPtn, situation);
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if (targets != null && targets.Count > 0)
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{
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AIBuffExecutingInfo_old buffExecutingInfo_old = AIBuffSimulationUtility.GetBuffExecutingInfo_old(tagOwner, field, situation, playPtn, Attack, Life);
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switch (SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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AIBuffSimulationUtility.BuffAll_old(targets, field, buffExecutingInfo_old, isTemp: false, playPtn, situation);
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break;
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case AIScriptTokenArgType.RANDOM_SELECT:
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AIBuffSimulationUtility.BuffRandom_old(targets, field, playPtn, situation, buffExecutingInfo_old, isTemp: false);
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break;
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}
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}
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}
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protected override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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bool isAttackEffective = !Attack.IsZeroOrNone();
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return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.TargetFilters, playPtn, situation, isAttackEffective, isBlockDead);
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}
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protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
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{
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return field.CardListSet.BothInplayCards;
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}
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protected override void CreateLegalSelectTypes()
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{
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base.LegalSelectTypes = new AIScriptTokenArgType[2]
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{
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AIScriptTokenArgType.ALL_SELECT,
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AIScriptTokenArgType.RANDOM_SELECT
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};
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}
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}
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