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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77
SVSim.BattleEngine/Engine/Wizard/AIEvoDiscard.cs
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77
SVSim.BattleEngine/Engine/Wizard/AIEvoDiscard.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIEvoDiscard : AIEvoTagArgument
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{
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private AIPolishConvertedExpression _discardCountArg;
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private const int DISCARD_COUNT_ARG_OFFSET = 1;
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protected override int SELECT_TYPE_OFFSET => 2;
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public override TargetSelectType SimulationTargetSelectType => TargetSelectType.NormalRuleBase;
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public AIEvoDiscard(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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_discardCountArg = _exprList[_exprList.Count - 1];
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}
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public int GetDiscardCount(AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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if (_discardCountArg == null)
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{
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return 0;
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}
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return (int)_discardCountArg.EvalArg(tagOwner, playPtn, tagOwner.SelfField, situation);
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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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int discardCount = GetDiscardCount(tagOwner, playPtn, situation);
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switch (base.SelectType)
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{
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case AIScriptTokenArgType.TARGET_SELECT:
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AISkillSimulationUtility.ExecuteTargetSelectDiscard(targetsFromField, discardCount, base.SelectType, tagOwner, field, playPtn, situation);
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break;
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case AIScriptTokenArgType.ALL_SELECT:
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AISkillSimulationUtility.DiscardAll(tagOwner, targetsFromField, field, situation);
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break;
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case AIScriptTokenArgType.RANDOM_SELECT:
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AISkillSimulationUtility.DiscardRandom(tagOwner, field, targetsFromField, discardCount, situation);
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break;
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}
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}
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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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public override void RegisterRuleBaseTargets(List<AIVirtualCard> candidates, AIVirtualCard actor, AIVirtualField field, AIVirtualTargetSelectAction situation, ref List<AIVirtualCard> targetList)
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{
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base.RegisterRuleBaseTargets(candidates, actor, field, situation, ref targetList);
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List<int> emptyPlayPtn = EnemyAI.EmptyPlayPtn;
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int discardCount = GetDiscardCount(actor, emptyPlayPtn, situation);
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List<AIVirtualCard> list = AIDiscardUtility.SelectBestDiscardTarget(actor, field, candidates, discardCount, emptyPlayPtn, situation);
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if (list != null && list.Count > 0)
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{
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targetList = AIParamQuery.AddRangeToList(list, targetList);
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}
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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.GetSimulationHandCards();
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}
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}
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