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.
194 lines
5.7 KiB
C#
194 lines
5.7 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AITurnEndDamage : AIFiltersAndSelectTypeArgument, IAITurnEndArgument
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{
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private AIPolishConvertedExpression _damageArg;
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private AIPolishConvertedExpression _countArg;
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private readonly int DAMAGE_ARG_OFFSET = 3;
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private readonly int COUNT_ARG_OFFSET = 2;
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private readonly int IS_ALLY_TURN_OFFSET = 1;
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public bool IsAllyTurn { get; private set; }
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protected override int SELECT_TYPE_OFFSET => 4;
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public AITurnEndDamage(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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int count = _exprList.Count;
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IsAllyTurn = TurnEndTagCollection.IsAllyTurn(_exprList, GetType(), _exprList.Count - IS_ALLY_TURN_OFFSET);
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_damageArg = _exprList[count - DAMAGE_ARG_OFFSET];
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_countArg = _exprList[count - COUNT_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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base.Execute(tagOwner, field, playPtn, situation);
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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 damage = GetDamage(tagOwner, playPtn);
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int count = GetCount(tagOwner, playPtn);
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switch (base.SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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{
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for (int j = 0; j < count; j++)
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{
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AIDamageSimulationUtility.DamageAll(targetsFromField, tagOwner, field, damage, situation);
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}
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break;
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}
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case AIScriptTokenArgType.RANDOM_SELECT:
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{
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for (int i = 0; i < count; i++)
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{
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AIDamageSimulationUtility.DamageRandom(targetsFromField, tagOwner, field, damage, situation);
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}
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break;
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}
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case AIScriptTokenArgType.RANDOM_MULTI_SELECT:
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AIDamageSimulationUtility.DamageRandomMultiSelect(targetsFromField, tagOwner, field, damage, count, situation);
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break;
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case AIScriptTokenArgType.TARGET_SELECT:
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break;
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}
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}
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public bool IsTarget(AIVirtualCard target, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
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{
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if (!target.IsAmulet)
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{
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return AIFilteringUtility.CheckMatchTargetFiltering(target, field.CardListSet.BothClassAndInplayCards, base.Filters, playPtn, tagOwner, situation);
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}
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return false;
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}
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public int GetDamage(AIVirtualCard tagOwner, List<int> playPtn)
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{
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if (_damageArg == null)
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{
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return 0;
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}
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return (int)_damageArg.EvalArg(tagOwner, playPtn, tagOwner.SelfField);
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}
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public int GetCount(AIVirtualCard tagOwner, List<int> playPtn)
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{
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if (_countArg == null)
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{
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return 0;
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}
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return (int)_countArg.EvalArg(tagOwner, playPtn, tagOwner.SelfField);
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}
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public float CalculateThreaten(AIVirtualCard tagOwner, ref Tuple<int, int>[] allInplayStatusList)
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{
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AIVirtualField selfField = tagOwner.SelfField;
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List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, selfField, EnemyAI.EmptyPlayPtn, selfField.CommonAllyTurnEndSituation);
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if (targetsFromField == null || targetsFromField.Count <= 0)
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{
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return 0f;
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}
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float num = 0f;
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int damage = GetDamage(tagOwner, EnemyAI.EmptyPlayPtn);
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int count = GetCount(tagOwner, EnemyAI.EmptyPlayPtn);
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if (base.SelectType == AIScriptTokenArgType.ALL_SELECT)
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{
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for (int i = 0; i < selfField.CardListSet.BothClassAndInplayCards.Count; i++)
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{
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AIVirtualCard aIVirtualCard = selfField.CardListSet.BothClassAndInplayCards[i];
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if (targetsFromField.Contains(aIVirtualCard))
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{
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Tuple<int, int> tuple = allInplayStatusList[i];
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if (tuple.second > 0)
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{
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int life = tuple.second;
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num += CalculateDamageThreatenToOneCard(aIVirtualCard, damage, count, tagOwner.IsAlly, ref life);
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allInplayStatusList[i].second = life;
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}
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}
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}
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}
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else if (base.SelectType == AIScriptTokenArgType.RANDOM_SELECT)
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{
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num = float.MinValue;
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int num2 = -1;
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int second = -1;
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for (int j = 0; j < selfField.CardListSet.BothClassAndInplayCards.Count; j++)
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{
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AIVirtualCard aIVirtualCard2 = selfField.CardListSet.BothClassAndInplayCards[j];
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if (!targetsFromField.Contains(aIVirtualCard2))
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{
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continue;
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}
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Tuple<int, int> tuple2 = allInplayStatusList[j];
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if (tuple2.second > 0)
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{
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int life2 = tuple2.second;
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float num3 = CalculateDamageThreatenToOneCard(aIVirtualCard2, damage, count, tagOwner.IsAlly, ref life2);
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if (num3 >= num)
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{
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num = num3;
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num2 = j;
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second = life2;
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}
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}
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}
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if (num2 >= 0)
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{
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allInplayStatusList[num2].second = second;
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}
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}
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return num;
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}
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private float CalculateDamageThreatenToOneCard(AIVirtualCard target, int damage, int count, bool isTagOwnerAlly, ref int life)
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{
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int num = life;
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float num2 = 0f;
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for (int i = 0; i < count; i++)
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{
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if (num <= 0)
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{
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break;
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}
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int num3 = target.SimulateDamageAmount(damage, isSkillDamage: true);
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num -= num3;
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}
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if (target.IsLeader)
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{
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if (num < 0)
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{
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num = 0;
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}
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num2 += AILeaderLifeEvaluationUtility.Evaluate(num, life, target.IsAlly, isTagOwnerAlly);
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}
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else
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{
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num2 = ((num > 0) ? (num2 + (float)(life - num)) : (num2 + target.Value));
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num2 *= (float)((target.IsAlly != isTagOwnerAlly) ? 1 : (-1));
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}
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life = num;
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return num2;
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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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return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective: false, isBlockDead);
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}
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}
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