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gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
2026-06-05 16:57:20 -04:00

51 lines
1.3 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AITokenPool
{
private const int DEFAULT_TOKEN_INDEX = -1;
private Dictionary<int, AIVirtualCard> tokenPool;
private BattlePlayerBase owner;
private int tokenIndex;
public void AddTokenToPool(EnemyAI ai, int tokenId, bool isChoice)
{
if (tokenPool.TryGetValue(tokenId, out var value))
{
AIVirtualCard aIVirtualCard = (value.IsAlly ? ai.CurrentVirtualField.AllyClass : ai.CurrentVirtualField.EnemyClass);
value.IsSelfTurn = aIVirtualCard.IsSelfTurn;
return;
}
int cardIndex = (isChoice ? tokenId : tokenIndex--);
AIVirtualCard aIVirtualCard2 = new AIVirtualCard(owner.CreateCard(tokenId, cardIndex), ai.CurrentVirtualField);
aIVirtualCard2.InitializeTags(ai.ParamQuery, null, null);
tokenPool.Add(tokenId, aIVirtualCard2);
}
public AIVirtualCard GetTokenFromPool(int tokenId)
{
if (tokenPool.TryGetValue(tokenId, out var value))
{
return value;
}
AIConsoleUtility.LogError("getTokenFromPool: ID does not exist in the pool! ID: " + tokenId);
return null;
}
public bool IsRegisteredToken(int tokenId)
{
return tokenPool.ContainsKey(tokenId);
}
public AITokenPool(BattlePlayerBase _owner)
{
tokenPool = new Dictionary<int, AIVirtualCard>();
owner = _owner;
tokenIndex = -1;
}
}