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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99
SVSim.BattleEngine/Engine/Wizard/AIDamagedDamage.cs
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99
SVSim.BattleEngine/Engine/Wizard/AIDamagedDamage.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIDamagedDamage : AIFiltersAndSelectTypeArgument
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{
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private AIPolishConvertedExpression _damageValue;
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private AIPolishConvertedExpression _damageCount;
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private const int DAMAGE_VALUE_OFFSET = 2;
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private const int DAMAGE_COUNT_OFFSET = 1;
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protected override int SELECT_TYPE_OFFSET => 3;
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public AIDamagedDamage(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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_damageValue = _exprList[_exprList.Count - 2];
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_damageCount = _exprList[_exprList.Count - 1];
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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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public 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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return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective: false, isBlockDead);
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}
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public override List<AIVirtualCard> GetTargetsFromField(AIVirtualCard owner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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List<AIVirtualCard> candidateRange = GetCandidateRange(field);
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return GetFilteredTargets(candidateRange, owner, playPtn, situation, isBlockDead);
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}
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public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
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{
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base.Execute(tagOwner, field, playPtn, situation);
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List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation);
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if (targetsFromField == null || targetsFromField.Count <= 0)
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{
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return;
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}
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int damage = GetDamage(tagOwner, field, playPtn, situation);
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int count = GetCount(tagOwner, field, playPtn, situation);
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switch (base.SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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{
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for (int j = 0; j < count; j++)
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{
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AIDamageSimulationUtility.DamageAll(targetsFromField, tagOwner, field, damage, situation);
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}
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break;
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}
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case AIScriptTokenArgType.RANDOM_SELECT:
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{
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for (int i = 0; i < count; i++)
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{
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AIDamageSimulationUtility.DamageRandom(targetsFromField, tagOwner, field, damage, situation);
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}
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break;
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}
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}
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}
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private int GetDamage(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
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{
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if (_damageValue == null)
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{
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AIConsoleUtility.LogError("AIDamagedDamage error!! _damageValue is null");
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return 0;
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}
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return (int)_damageValue.EvalArg(tagOwner, playPtn, field, situation);
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}
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private int GetCount(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
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{
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if (_damageCount == null)
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{
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AIConsoleUtility.LogError("AIDamagedDamage error!! _damageCount is null");
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return 0;
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}
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return (int)_damageCount.EvalArg(tagOwner, playPtn, field, situation);
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}
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}
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