Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIRealBattleCardSearcher.cs
gamer147 957af3d1ec 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.
2026-06-05 17:22:20 -04:00

114 lines
4.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
namespace Wizard;
public static class AIRealBattleCardSearcher
{
public static BattleCardBase SearchBattleCardFromVirtualCard(BattlePlayerPair playerPair, AIVirtualCard virtualCard)
{
BattlePlayerBase battlePlayerBase = (virtualCard.IsAlly ? playerPair.Self : playerPair.Opponent);
if (virtualCard is ChoiceVirtualCard choiceVirtualCard)
{
return choiceVirtualCard.VirtualBattleCard;
}
BattleCardBase battleCardBase = null;
battleCardBase = ((!virtualCard.IsInHand) ? FindBattleCardFromList(virtualCard, battlePlayerBase.ClassAndInPlayCardList) : FindBattleCardFromList(virtualCard, battlePlayerBase.HandCardList));
if (battleCardBase == null)
{
return null;
}
return battleCardBase;
}
public static void SearchBattleCardFromSituation(BattlePlayerPair playerPair, AISituationInfo situation, out BattleCardBase actor, out List<BattleCardBase> targetList)
{
actor = null;
targetList = null;
if (situation == null || situation.Actor == null)
{
AIConsoleUtility.LogError("SearchBattleCardFromSituation() error!!! situation is null");
return;
}
AIVirtualCard actor2 = situation.Actor;
actor2.ResetPosition(situation.ActionType);
actor = SearchBattleCardFromVirtualCard(playerPair, actor2);
if (actor == null)
{
AIConsoleUtility.LogError("SearchBattleCardFromSituation() error!!! Not found actor");
}
if (situation.SelectedTargets == null)
{
return;
}
AISelectedTargetInfoSet selectedTargets = situation.SelectedTargets;
AISelectedTargetInfo preprocessTarget = selectedTargets.PreprocessTarget;
if (preprocessTarget != null && preprocessTarget.HasTarget)
{
for (int i = 0; i < preprocessTarget.Targets.Count; i++)
{
BattleCardBase battleCardBase = SearchBattleCardFromVirtualCard(playerPair, preprocessTarget.Targets[i]);
if (battleCardBase != null)
{
targetList = AIParamQuery.AddElementToList(battleCardBase, targetList);
}
}
}
if (selectedTargets.HasChoiceTarget)
{
AISelectedTargetInfo choiceTarget = selectedTargets.ChoiceTarget;
for (int j = 0; j < choiceTarget.Targets.Count; j++)
{
BattleCardBase battleCardBase2 = SearchBattleCardFromVirtualCard(playerPair, choiceTarget.Targets[j]);
if (battleCardBase2 != null)
{
targetList = AIParamQuery.AddElementToList(battleCardBase2, targetList);
}
}
}
for (int k = 0; k < AISelectedTargetInfoSet.LENGTH; k++)
{
AISelectedTargetInfo aISelectedTargetInfo = selectedTargets.Get(k);
if (aISelectedTargetInfo == null || !aISelectedTargetInfo.HasTarget)
{
continue;
}
for (int l = 0; l < aISelectedTargetInfo.Targets.Count; l++)
{
BattleCardBase battleCardBase3 = SearchBattleCardFromVirtualCard(playerPair, aISelectedTargetInfo.Targets[l]);
if (battleCardBase3 != null)
{
targetList = AIParamQuery.AddElementToList(battleCardBase3, targetList);
}
}
}
}
public static void SearchAttackPairFromSituation(BattlePlayerPair playerPair, AIVirtualAttackInfo attackSituation, out BattleCardBase attacker, out BattleCardBase attackTarget)
{
attacker = null;
attackTarget = null;
if (attackSituation == null || attackSituation.Actor == null || attackSituation.AttackTarget == null)
{
AIConsoleUtility.LogError("SearchAttackPairFromSituation() error!!! situation is invalid");
return;
}
attacker = SearchBattleCardFromVirtualCard(playerPair, attackSituation.Actor);
if (attacker == null)
{
AIConsoleUtility.LogError("SearchAttackPairFromSituation() error!!! Not found attacker");
return;
}
attackTarget = SearchBattleCardFromVirtualCard(playerPair, attackSituation.AttackTarget);
if (attackTarget == null)
{
AIConsoleUtility.LogError("SearchAttackPairFromSituation() error!!! Not found attackTarget");
}
}
private static BattleCardBase FindBattleCardFromList(AIVirtualCard virtualCard, List<BattleCardBase> battleCardList)
{
return battleCardList.FirstOrDefault((BattleCardBase c) => c.Index == virtualCard.CardIndex);
}
}