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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47
SVSim.BattleEngine/Engine/Wizard/AIWhenPlayNotBeAttacked.cs
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47
SVSim.BattleEngine/Engine/Wizard/AIWhenPlayNotBeAttacked.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIWhenPlayNotBeAttacked : AIWhenPlayTagArgument
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{
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protected override bool _isSelectCountImplemented => true;
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public AIWhenPlayNotBeAttacked(string text)
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: base(text)
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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[2]
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{
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AIScriptTokenArgType.ALL_SELECT,
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AIScriptTokenArgType.TARGET_SELECT
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};
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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 (base.SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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AINotBeAttackedSimulationUtility.GiveNotBeAttackedToAll(targetsFromField);
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break;
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case AIScriptTokenArgType.TARGET_SELECT:
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AINotBeAttackedSimulationUtility.GiveNotBeAttackedToTargeted(situation, base.SelectType);
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break;
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default:
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AIConsoleUtility.LogError("AIWhenPlayNotBeAttacked.Execute() Ileagal SelectType:" + base.SelectType.ToString() + " tagOwner:" + tagOwner.CardName);
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break;
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}
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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.BothInplayCards;
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}
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}
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