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 +1,115 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Wizard;
|
||||
|
||||
public static class AIBurialRiteSimulationUtility
|
||||
{
|
||||
public static void ExecuteBurialRite(AIVirtualField field, AISituationInfo situation, AISelectedTargetInfo burialTargetInfo)
|
||||
{
|
||||
List<AIVirtualCard> targets = burialTargetInfo.Targets;
|
||||
for (int i = 0; i < targets.Count; i++)
|
||||
{
|
||||
targets[i].RemoveAllSkills(situation);
|
||||
}
|
||||
AISummonTokenUtility.ExecuteSummonCardAll(situation.Actor, field, targets, situation);
|
||||
AISkillSimulationUtility.DestroyAll(targets, field, situation);
|
||||
if (situation.Actor.IsAlly)
|
||||
{
|
||||
for (int j = 0; j < targets.Count; j++)
|
||||
{
|
||||
field.CardListSet.AddAllyBurialCard(targets[j]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int k = 0; k < targets.Count; k++)
|
||||
{
|
||||
field.CardListSet.AddEnemyBurialCard(targets[k]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static AIVirtualTargetSelectInfo GetBurialSelectInfo(this AIVirtualCard card, AIVirtualField field, AISituationInfo situation)
|
||||
{
|
||||
int totalBurialCount = situation.PreprocessRecorder.TotalBurialCount;
|
||||
if (totalBurialCount <= 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
if (card.IsAlly)
|
||||
{
|
||||
return GetAllyBurialSelectInfo(card, field, situation, totalBurialCount);
|
||||
}
|
||||
return GetOpponentBurialSelectInfo(card, field, situation, totalBurialCount);
|
||||
}
|
||||
|
||||
private static AIVirtualTargetSelectInfo GetAllyBurialSelectInfo(AIVirtualCard owner, AIVirtualField field, AISituationInfo situation, int burialCount)
|
||||
{
|
||||
if (5 - field.AllyInplayCards.Count < burialCount)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
List<AIVirtualCard> burialSelectableCards = GetBurialSelectableCards(field.AllyHandCards, owner, situation.OriginalCard);
|
||||
if (burialSelectableCards == null || burialSelectableCards.Count < burialCount)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
burialSelectableCards = AITargetSelectFilteringUtility.ExecuteTargetFilteringTags(owner, burialSelectableCards, field.BestPlayPtn, situation, burialCount);
|
||||
return new AIVirtualTargetSelectInfo(burialCount, burialSelectableCards, TargetSelectType.BurialRite, isForbiddenSelectedTarget: true);
|
||||
}
|
||||
|
||||
private static AIVirtualTargetSelectInfo GetOpponentBurialSelectInfo(AIVirtualCard owner, AIVirtualField field, AISituationInfo situation, int burialCount)
|
||||
{
|
||||
List<AIVirtualCard> burialSelectableCards = GetBurialSelectableCards(field.GetEnemyHandCardList(), owner, situation.OriginalCard);
|
||||
if (burialSelectableCards == null || burialSelectableCards.Count < burialCount)
|
||||
{
|
||||
AIConsoleUtility.LogError("GetOpponentBurialSelectInfo() error!! Cannot find enough candidates!!!!!");
|
||||
return null;
|
||||
}
|
||||
return new AIVirtualTargetSelectInfo(burialCount, burialSelectableCards, TargetSelectType.BurialRite, isForbiddenSelectedTarget: true);
|
||||
}
|
||||
|
||||
public static List<AIVirtualCard> GetBurialSelectableCards(List<AIVirtualCard> candidates, AIVirtualCard burialOwner, AIVirtualCard originalBurialCard)
|
||||
{
|
||||
List<AIVirtualCard> list = null;
|
||||
for (int i = 0; i < candidates.Count; i++)
|
||||
{
|
||||
AIVirtualCard aIVirtualCard = candidates[i];
|
||||
if (aIVirtualCard.IsUnit && !aIVirtualCard.IsSameCard(burialOwner) && !aIVirtualCard.IsSameCard(originalBurialCard))
|
||||
{
|
||||
list = AIParamQuery.AddElementToList(aIVirtualCard, list);
|
||||
}
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
public static AIVirtualCard GetBestBurialRiteTargetForOperationSimulator(AIVirtualCard burialActor, AIVirtualField field, List<int> playPtn, AISituationInfo situation, List<AIVirtualCard> candidates)
|
||||
{
|
||||
AIScriptTokenArgType timing = AIPreprocessSimulationUtility.ConvertAIOperationTypeToTiming(situation.ActionType);
|
||||
if (burialActor.GetBurialRiteCount(field, situation, playPtn, timing) <= 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
return candidates.FindMax((AIVirtualCard card) => Mathf.Abs(field.AllyPpTotal - card.Cost));
|
||||
}
|
||||
|
||||
public static int GetBurialCount(AIScriptTokenArgType burialListType, AIVirtualField field)
|
||||
{
|
||||
return burialListType switch
|
||||
{
|
||||
AIScriptTokenArgType.ALLY => field.CardListSet.AllyBurialCards.Count,
|
||||
AIScriptTokenArgType.OPPONENT => field.CardListSet.EnemyBurialCards.Count,
|
||||
_ => 0,
|
||||
};
|
||||
}
|
||||
|
||||
public static IEnumerable<BattleCardBase> GetBurialSelectableCards(SkillBase skill, BattleCardBase card)
|
||||
{
|
||||
if (skill.IsBurialRite)
|
||||
{
|
||||
return SkillPreprocessBurialRite.GetBurialRiteTarget(card.SelfBattlePlayer, card);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user