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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68
SVSim.BattleEngine/Engine/Wizard/AISummonKeywordSkill.cs
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68
SVSim.BattleEngine/Engine/Wizard/AISummonKeywordSkill.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AISummonKeywordSkill : AIFiltersArgument
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{
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private readonly AIScriptTokenArgType _skillType;
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public AIScriptTokenArgType SelectType { get; protected set; }
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protected virtual int SELECT_TYPE_OFFSET => 1;
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protected override int NON_FILTER_FIRST_OFFSET => SELECT_TYPE_OFFSET;
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public AISummonKeywordSkill(string text, AIScriptTokenArgType skill)
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: base(text)
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{
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_skillType = skill;
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SelectType = AIPlayTagInitializingUtility.CreateSingleArgType(_exprList[_exprList.Count - SELECT_TYPE_OFFSET], base.LegalSelectTypes);
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if (!IsImplementedSelecvtType(SelectType))
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{
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SelectType = AIScriptTokenArgType.ALL_SELECT;
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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.CardListSet.AllReferableCards;
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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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switch (SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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AISkillSimulationUtility.GiveSkillToAll(targetsFromField, field, _skillType);
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break;
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case AIScriptTokenArgType.RANDOM_SELECT:
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case AIScriptTokenArgType.TARGET_SELECT:
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case AIScriptTokenArgType.RANDOM_MULTI_SELECT:
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case AIScriptTokenArgType.SECOND_TARGET_SELECT:
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break;
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}
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}
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}
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protected override void CreateLegalSelectTypes()
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{
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base.LegalSelectTypes = new AIScriptTokenArgType[1] { AIScriptTokenArgType.ALL_SELECT };
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}
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private bool IsImplementedSelecvtType(AIScriptTokenArgType type)
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{
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return type == AIScriptTokenArgType.ALL_SELECT;
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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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if (AISkillSimulationUtility.IsFollowerOnlySkillType(_skillType))
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{
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return AIFilteringUtility.FilteringForFollowerOnly(candidates, tagOwner, base.Filters, playPtn, situation, isBlockDead);
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}
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return base.GetFilteredTargets(candidates, tagOwner, playPtn, situation, isBlockDead);
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}
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}
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