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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SVSim.BattleEngine/Engine/Wizard/AIOtherBreakBonus.cs
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33
SVSim.BattleEngine/Engine/Wizard/AIOtherBreakBonus.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIOtherBreakBonus : AIBonusArgumentWithIgnoreInBattle
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{
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private List<AIScriptTokenBase> _filters;
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public AIOtherBreakBonus(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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List<AIPolishConvertedExpression> range = _exprList.GetRange(0, _exprList.Count - _valueIndexOffset);
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_filters = GetFilters(range);
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}
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public float GetBonusValue(AIVirtualCard tagOwner, AIVirtualCard target, AIVirtualField field, List<int> playPtn, bool useIgnoreInBattle)
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{
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if (useIgnoreInBattle && base.IsIgnoreInBattle)
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{
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return 0f;
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}
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if (AIFilteringUtility.CheckMatchTargetFiltering(target, field.CardListSet.AllReferableCards, _filters, playPtn, tagOwner, null))
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{
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return _bonusValueArg.EvalArg(tagOwner, playPtn, field);
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}
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return 0f;
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}
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}
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