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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120
SVSim.BattleEngine/Engine/Wizard/AIWhenPlaySetMaxStatus.cs
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120
SVSim.BattleEngine/Engine/Wizard/AIWhenPlaySetMaxStatus.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class AIWhenPlaySetMaxStatus : AIWhenPlayTagArgument
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{
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private readonly int LIFE_ARG_OFFSET = 1;
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private readonly int ATTACK_ARG_OFFSET = 2;
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public AIPolishConvertedExpression Attack { get; private set; }
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public AIPolishConvertedExpression Life { get; private set; }
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protected override int SELECT_TYPE_OFFSET => 3;
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public AIWhenPlaySetMaxStatus(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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Attack = _exprList[_exprList.Count - ATTACK_ARG_OFFSET];
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Life = _exprList[_exprList.Count - LIFE_ARG_OFFSET];
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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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return;
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}
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int attackValue = GetAttackValue(tagOwner, playPtn, field, situation);
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int lifeValue = GetLifeValue(tagOwner, playPtn, field, situation);
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switch (base.SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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AISetStatusSimulationUtility.SetMaxStatusToAll(targetsFromField, attackValue, lifeValue, situation);
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break;
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case AIScriptTokenArgType.TARGET_SELECT:
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case AIScriptTokenArgType.SECOND_TARGET_SELECT:
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if (!situation.IsTargetExists(base.SelectType))
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{
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SetMaxStatusToPredictedTarget(targetsFromField, attackValue, lifeValue, situation);
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}
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else
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{
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AISetStatusSimulationUtility.SetMaxStatusToTarget(situation, attackValue, lifeValue, base.SelectType);
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}
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break;
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case AIScriptTokenArgType.RANDOM_MULTI_SELECT:
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break;
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}
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}
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private int GetAttackValue(AIVirtualCard tagOwner, List<int> playPtn, AIVirtualField field, AISituationInfo situation)
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{
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if (Attack.IsCertainArgumentTypeExpress(AIScriptTokenArgType.NONE))
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{
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return -1;
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}
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return (int)Attack.EvalArg(tagOwner, playPtn, field, situation);
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}
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private int GetLifeValue(AIVirtualCard tagOwner, List<int> playPtn, AIVirtualField field, AISituationInfo situation)
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{
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if (Life.IsCertainArgumentTypeExpress(AIScriptTokenArgType.NONE))
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{
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return -1;
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}
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return (int)Life.EvalArg(tagOwner, playPtn, field, situation);
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}
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protected override void CreateLegalSelectTypes()
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{
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base.LegalSelectTypes = new AIScriptTokenArgType[3]
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{
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AIScriptTokenArgType.ALL_SELECT,
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AIScriptTokenArgType.TARGET_SELECT,
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AIScriptTokenArgType.SECOND_TARGET_SELECT
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};
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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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bool isAttackEffective = !Attack.IsZeroOrNone();
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return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective, isBlockDead);
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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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private void SetMaxStatusToPredictedTarget(List<AIVirtualCard> candidates, int attack, int life, AISituationInfo situation)
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{
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int num = int.MinValue;
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int num2 = int.MinValue;
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AIVirtualCard target = null;
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for (int i = 0; i < candidates.Count; i++)
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{
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AIVirtualCard aIVirtualCard = candidates[i];
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int num3 = attack - aIVirtualCard.Attack;
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int num4 = Mathf.Min(aIVirtualCard.Life, life) - aIVirtualCard.Life;
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int num5 = num3 + num4;
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if (num5 > num || (num5 == num && num3 > num2))
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{
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num = num5;
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num2 = num3;
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target = aIVirtualCard;
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}
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}
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situation.SetSingleTargetInInfo(target, TargetSelectType.Default, base.SelectType);
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AISetStatusSimulationUtility.SetMaxStatusToTarget(situation, attack, life, base.SelectType);
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}
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}
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