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