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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using System.Collections.Generic;
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namespace Wizard;
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public static class AIFunctionResultHashCalculator
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{
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private static readonly ulong[] PLAYPTN_HASH_FACTORS = new ulong[11]
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{
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251uL, 311uL, 379uL, 283uL, 113uL, 523uL, 269uL, 463uL, 911uL, 661uL,
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541uL
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};
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public static ulong GetHash(AIVirtualCard owner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, ulong argumentHash)
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{
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return 0 + owner.GetHash() + field.GetHash() + CalcPlayPtnHash(playPtn) + argumentHash;
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}
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private static ulong CalcPlayPtnHash(List<int> playPtn)
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{
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ulong num = 0uL;
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if (playPtn == null || playPtn.Count <= 0)
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{
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return num;
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}
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int num2 = PLAYPTN_HASH_FACTORS.Length;
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for (int i = 0; i < playPtn.Count; i++)
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{
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num += PLAYPTN_HASH_FACTORS[playPtn[i] % num2];
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}
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return num;
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}
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}
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