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:
@@ -0,0 +1,179 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Cute;
|
||||
|
||||
namespace Wizard.Battle.Operation;
|
||||
|
||||
public static class OperationSimulator
|
||||
{
|
||||
public static BattlePlayerPair Attack(BattlePlayerPair sourcePair, IBattleCardUniqueID attackCardId, IBattleCardUniqueID targetCardId, bool isPrediction = false, Action<BattlePlayerPair> OnVirtualPairCloned = null)
|
||||
{
|
||||
BattleManagerBase.IsForecast = true;
|
||||
bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
|
||||
BattleManagerBase.GetIns().IsRecovery = true;
|
||||
BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
|
||||
OnVirtualPairCloned?.Call(battlePlayerPair);
|
||||
if (isPrediction)
|
||||
{
|
||||
Prediction.ChangeFilters(battlePlayerPair);
|
||||
}
|
||||
Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
|
||||
new ActionProcessor(battlePlayerPair).Attack(attackCardId, targetCardId);
|
||||
BattleManagerBase.GetIns().IsRecovery = isRecovery;
|
||||
BattleManagerBase.IsForecast = false;
|
||||
return battlePlayerPair;
|
||||
}
|
||||
|
||||
public static BattlePlayerPair Play(BattlePlayerPair sourcePair, IBattleCardUniqueID playCardId, List<BattleCardBase> skillTargets, Action<BattlePlayerPair> OnVirtualPairCloned = null, Action<BattleCardBase> playCardSkillEvent = null)
|
||||
{
|
||||
BattleManagerBase.IsForecast = true;
|
||||
bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
|
||||
BattleManagerBase.GetIns().IsRecovery = true;
|
||||
BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
|
||||
OnVirtualPairCloned?.Call(battlePlayerPair);
|
||||
Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
|
||||
List<BattleCardBase> first = Play_GetTargetsAndChoice(battlePlayerPair, skillTargets).first;
|
||||
ActionProcessor actionProcessor = new ActionProcessor(battlePlayerPair);
|
||||
BattleCardBase battleCardBase = battlePlayerPair.Self.HandCardList.FindFromCardId(playCardId);
|
||||
playCardSkillEvent?.Call(battleCardBase);
|
||||
battlePlayerPair.Self.SetupActionProcessorEvent(actionProcessor);
|
||||
battlePlayerPair.Opponent.SetupActionProcessorEvent(actionProcessor);
|
||||
actionProcessor.PlayCard(battleCardBase, first);
|
||||
BattleManagerBase.GetIns().IsRecovery = isRecovery;
|
||||
BattleManagerBase.IsForecast = false;
|
||||
return battlePlayerPair;
|
||||
}
|
||||
|
||||
public static Tuple<List<BattleCardBase>, List<int>> Play_GetTargetsAndChoice(BattlePlayerPair virtualPair, List<BattleCardBase> skillTargets)
|
||||
{
|
||||
List<BattleCardBase> list = null;
|
||||
List<int> list2 = null;
|
||||
if (skillTargets.IsNotNullOrEmpty())
|
||||
{
|
||||
list = new List<BattleCardBase>();
|
||||
foreach (BattleCardBase skillTarget in skillTargets)
|
||||
{
|
||||
BattleCardBase battleCardBase = FindSkillTargetCard(virtualPair, skillTarget);
|
||||
if (battleCardBase == null)
|
||||
{
|
||||
list.Add(skillTarget);
|
||||
if (list2 == null)
|
||||
{
|
||||
list2 = new List<int>();
|
||||
}
|
||||
list2.Add(skillTarget.Index);
|
||||
}
|
||||
else
|
||||
{
|
||||
list.Add(battleCardBase);
|
||||
}
|
||||
}
|
||||
}
|
||||
return new Tuple<List<BattleCardBase>, List<int>>(list, list2);
|
||||
}
|
||||
|
||||
public static BattlePlayerPair Evolve(BattlePlayerPair sourcePair, IBattleCardUniqueID evolutionCardId, List<BattleCardBase> skillTargets, Action<BattlePlayerPair> OnVirtualPairCloned = null)
|
||||
{
|
||||
BattleManagerBase.IsForecast = true;
|
||||
bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
|
||||
BattleManagerBase.GetIns().IsRecovery = true;
|
||||
BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
|
||||
OnVirtualPairCloned?.Call(battlePlayerPair);
|
||||
Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
|
||||
BattleCardBase[] first = Evolve_GetTargetsAndChoice(battlePlayerPair, skillTargets).first;
|
||||
BattleCardBase card = battlePlayerPair.Self.ClassAndInPlayCardList.FindFromCardId(evolutionCardId);
|
||||
new ActionProcessor(battlePlayerPair).Evolution(card, first);
|
||||
BattleManagerBase.GetIns().IsRecovery = isRecovery;
|
||||
BattleManagerBase.IsForecast = false;
|
||||
return battlePlayerPair;
|
||||
}
|
||||
|
||||
public static Tuple<BattleCardBase[], List<int>> Evolve_GetTargetsAndChoice(BattlePlayerPair virtualPair, List<BattleCardBase> skillTargets)
|
||||
{
|
||||
List<BattleCardBase> list = new List<BattleCardBase>();
|
||||
List<int> list2 = null;
|
||||
if (skillTargets != null)
|
||||
{
|
||||
for (int i = 0; i < skillTargets.Count; i++)
|
||||
{
|
||||
BattleCardBase battleCardBase = FindSkillTargetCard(virtualPair, skillTargets[i]);
|
||||
if (battleCardBase == null)
|
||||
{
|
||||
list.Add(skillTargets[i]);
|
||||
if (list2 == null)
|
||||
{
|
||||
list2 = new List<int>();
|
||||
}
|
||||
list2.Add(skillTargets[i].Index);
|
||||
}
|
||||
else
|
||||
{
|
||||
list.Add(battleCardBase);
|
||||
}
|
||||
}
|
||||
}
|
||||
return new Tuple<BattleCardBase[], List<int>>(list.ToArray(), list2);
|
||||
}
|
||||
|
||||
private static BattleCardBase FindSkillTargetCard(BattlePlayerPair pair, IBattleCardUniqueID skillTargetCardId)
|
||||
{
|
||||
BattleCardBase battleCardBase = pair.Self.ClassAndInPlayCardList.FindFromCardId(skillTargetCardId);
|
||||
if (battleCardBase != null)
|
||||
{
|
||||
return battleCardBase;
|
||||
}
|
||||
BattleCardBase battleCardBase2 = pair.Self.HandCardList.FindFromCardId(skillTargetCardId);
|
||||
if (battleCardBase2 != null)
|
||||
{
|
||||
return battleCardBase2;
|
||||
}
|
||||
BattleCardBase battleCardBase3 = pair.Opponent.ClassAndInPlayCardList.FindFromCardId(skillTargetCardId);
|
||||
if (battleCardBase3 != null)
|
||||
{
|
||||
return battleCardBase3;
|
||||
}
|
||||
BattleCardBase battleCardBase4 = pair.Opponent.HandCardList.FindFromCardId(skillTargetCardId);
|
||||
if (battleCardBase4 != null)
|
||||
{
|
||||
return battleCardBase4;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public static BattlePlayerPair TurnEnd(BattlePlayerPair sourcePair)
|
||||
{
|
||||
BattleManagerBase.IsForecast = true;
|
||||
bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
|
||||
BattleManagerBase.GetIns().IsRecovery = true;
|
||||
BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
|
||||
Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
|
||||
battlePlayerPair.Self.GetTurnEndSkillProcess().Process(battlePlayerPair);
|
||||
BattleManagerBase.GetIns().IsRecovery = isRecovery;
|
||||
BattleManagerBase.IsForecast = false;
|
||||
return battlePlayerPair;
|
||||
}
|
||||
|
||||
public static BattlePlayerPair TurnStart(BattlePlayerPair sourcePair)
|
||||
{
|
||||
BattleManagerBase.IsForecast = true;
|
||||
bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
|
||||
BattleManagerBase.GetIns().IsRecovery = true;
|
||||
BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
|
||||
Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
|
||||
battlePlayerPair.Self.IsSelfTurn = true;
|
||||
battlePlayerPair.Opponent.IsSelfTurn = false;
|
||||
SkillProcessor skillProcessor = new SkillProcessor();
|
||||
foreach (BattleCardBase inPlayCard in battlePlayerPair.Self.InPlayCards)
|
||||
{
|
||||
inPlayCard.TurnStart(skillProcessor);
|
||||
}
|
||||
foreach (BattleCardBase inPlayCard2 in battlePlayerPair.Opponent.InPlayCards)
|
||||
{
|
||||
inPlayCard2.OpponentTurnStart(skillProcessor);
|
||||
}
|
||||
skillProcessor.Process(battlePlayerPair);
|
||||
BattleManagerBase.GetIns().IsRecovery = isRecovery;
|
||||
BattleManagerBase.IsForecast = false;
|
||||
return battlePlayerPair;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Wizard.Battle.Card;
|
||||
|
||||
namespace Wizard.Battle.Operation;
|
||||
|
||||
public class SimulateRandomSelectFilter : ISkillSelectFilter
|
||||
{
|
||||
private readonly IVirtualBattleCard _virtualOwnerCard;
|
||||
|
||||
private readonly string _contText;
|
||||
|
||||
public SimulationSelection _selection;
|
||||
|
||||
public SimulateRandomSelectFilter(IVirtualBattleCard virtualOwnerCard, string randomCountText)
|
||||
{
|
||||
_virtualOwnerCard = virtualOwnerCard;
|
||||
_contText = randomCountText;
|
||||
}
|
||||
|
||||
public int CalcCount(SkillOptionValue option)
|
||||
{
|
||||
return option.ParseInt(_contText);
|
||||
}
|
||||
|
||||
public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> cards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
|
||||
{
|
||||
_virtualOwnerCard.UsedRandomSkill = true;
|
||||
if (_selection == SimulationSelection.None)
|
||||
{
|
||||
return new List<BattleCardBase>();
|
||||
}
|
||||
if (_selection == SimulationSelection.All)
|
||||
{
|
||||
return cards;
|
||||
}
|
||||
return cards.Take(CalcCount(option));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
namespace Wizard.Battle.Operation;
|
||||
|
||||
public class TurnEndOperationCommand : IOperationCommand
|
||||
{
|
||||
public TurnEndOperationCommand(bool currentTurnIsPlayer)
|
||||
{
|
||||
}
|
||||
|
||||
public void Operation(BattleManagerBase battleMgr)
|
||||
{
|
||||
battleMgr.VfxMgr.RegisterSequentialVfx(battleMgr.OperateMgr.TurnEndOperation(battleMgr.BattlePlayer.IsSelfTurn));
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "Operation turn_end";
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user