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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69
SVSim.BattleEngine/Engine/Wizard/AIEvoAddStack.cs
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69
SVSim.BattleEngine/Engine/Wizard/AIEvoAddStack.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIEvoAddStack : AIEvoTagArgument
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{
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private AIPolishConvertedExpression _addStackCount;
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private const int ADD_STACK_COUNT_ARG_INDEX = 0;
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protected override int SELECT_TYPE_OFFSET => -1;
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protected override int NON_FILTER_FIRST_OFFSET => -1;
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public AIEvoAddStack(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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InitExprList(text);
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if (_exprList == null || _exprList.Count <= 0)
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{
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AIConsoleUtility.LogError("AIEvoAddStack error!! _exprList is null or Count==0");
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}
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else
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{
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_addStackCount = _exprList[0];
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}
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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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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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AIWhiteRitualSimulationUtility.AddWhiteRitualSingle(GetAddStackCount(tagOwner, field, playPtn, situation), targetsFromField);
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}
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}
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private int GetAddStackCount(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
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{
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if (_addStackCount == null)
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{
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return 0;
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}
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return (int)_addStackCount.EvalArg(tagOwner, playPtn, field, situation);
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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.FilteringForWhiteRitualOnly(candidates, tagOwner, playPtn, situation, 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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public override bool IsTargetGoingToDie(AIVirtualCard owner, AIVirtualCard candidate, AISituationInfo situation)
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{
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return false;
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}
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protected override void CreateLegalSelectTypes()
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{
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}
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}
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