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.
This commit is contained in:
43
SVSim.BattleEngine/Engine/Wizard/AIStack.cs
Normal file
43
SVSim.BattleEngine/Engine/Wizard/AIStack.cs
Normal file
@@ -0,0 +1,43 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Wizard;
|
||||
|
||||
public class AIStack : AIScriptArgumentExpressions
|
||||
{
|
||||
private AIPolishConvertedExpression _defaultStackValue;
|
||||
|
||||
private const int STACK_VALUE_ARG_INDEX = 0;
|
||||
|
||||
public AIStack(string text)
|
||||
: base(text)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void InitExpressions(string text)
|
||||
{
|
||||
base.InitExpressions(text);
|
||||
if (_exprList == null || _exprList.Count <= 0)
|
||||
{
|
||||
AIConsoleUtility.LogError("AIStack error!! exprList is null or Count == 0");
|
||||
}
|
||||
else
|
||||
{
|
||||
_defaultStackValue = _exprList[0];
|
||||
}
|
||||
}
|
||||
|
||||
public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
|
||||
{
|
||||
int stackValue = GetStackValue(tagOwner, field, playPtn, situation);
|
||||
AIWhiteRitualSimulationUtility.SimulateStack(tagOwner, field, situation, stackValue);
|
||||
}
|
||||
|
||||
private int GetStackValue(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
|
||||
{
|
||||
if (_defaultStackValue == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
return (int)_defaultStackValue.EvalArg(tagOwner, playPtn, field, situation);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user