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 AIVirtualEvolutionSimulator
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{
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private static int EVOLUTION_ACTION_LENGTH_BONUS = 3;
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public static void AutoEvolve(AIVirtualCard evolver, AIVirtualField field, AISituationInfo situation)
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{
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evolver.EvolveStatusUp();
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List<int> bestPlayPtn = field.BestPlayPtn;
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evolver.EnqueueGiveSkill(field, bestPlayPtn, situation);
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field.ExecuteWhenChangeInplayTags(bestPlayPtn, situation);
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field.ApplyOtherEvolveTags(situation, evolver);
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if (evolver.TagCollectionContainer.HasTagCollection(TagCollectionType.EvolvedResident))
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{
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evolver.TagCollectionContainer.EvolvedResidentTags.Execute(evolver, situation);
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}
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IncrementEvolutionCount(field, evolver);
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if (evolver.IsNotAttackYet)
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{
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field.EvoBonus += AIEvaluateBonusFromOhterUtility.GetAllOtherEvoBonus(situation, bestPlayPtn);
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}
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}
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public static void ManualEvolve(AIVirtualActionInfo situation, AIVirtualField field)
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{
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AIVirtualCard actor = situation.Actor;
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List<int> bestPlayPtn = field.BestPlayPtn;
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actor.PreparateOtherToEvolve(field, bestPlayPtn, situation);
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AIPreprocessSimulationUtility.SimulatePreprocess(actor, situation, field, AIScriptTokenArgType.WHEN_EVO, isPseudo: false);
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if (actor.IsAlly)
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{
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field.EpValue = field.StyleQuery.GetEpValue(situation, bestPlayPtn);
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field.EvoHandPlus = actor.GetEvoHandPlusCount(field, bestPlayPtn, situation);
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if (!actor.IsNotConsumeEp)
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{
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field.AllyEvolutionCount--;
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field.UsedEpCount++;
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}
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}
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actor.EvolveStatusUp();
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actor.SelfField.IsLeftTurnEvol = false;
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actor.EnqueueGiveSkill(field, bestPlayPtn, situation);
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if (actor.IsAlly && actor.IsNotAttackYet)
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{
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field.EvoBonus += actor.GetEvoBonus(field.BestPlayPtn, situation);
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field.EvoBonus += AIEvaluateBonusFromOhterUtility.GetAllOtherEvoBonus(situation, field.BestPlayPtn);
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}
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field.ExecuteWhenChangeInplayTags(bestPlayPtn, situation);
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if (actor.TagCollectionContainer.HasTagCollection(TagCollectionType.WhenEvo))
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{
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actor.TagCollectionContainer.EvoTags.Execute(field, actor, actor, situation);
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}
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situation.ProcessCollection.CombinePreprocessToProcessQueue();
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field.ApplyOtherEvolveTags(situation, actor);
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if (actor.TagCollectionContainer.HasTagCollection(TagCollectionType.EvolvedResident))
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{
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actor.TagCollectionContainer.EvolvedResidentTags.Execute(actor, situation);
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}
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field.AllActivateCountHolderIncrement(situation, AIPlayTagType.EvoActivateCount, actor);
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situation.ExecuteAllSkillProcess();
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IncrementEvolutionCount(field, actor);
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if (actor.IsAlly)
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{
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field.ActionLength += EVOLUTION_ACTION_LENGTH_BONUS;
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}
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}
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private static void IncrementEvolutionCount(AIVirtualField field, AIVirtualCard evolver)
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{
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if (evolver.IsAlly)
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{
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field.AllyEvolvedCountInGame++;
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}
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else
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{
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field.EnemyEvolvedCountInGame++;
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}
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}
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}
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