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.
75 lines
1.8 KiB
C#
75 lines
1.8 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIHealRecorderCollection
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{
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public class AIHealRecorder
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{
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public int TurnCount { get; private set; }
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public AIVirtualCard Card { get; private set; }
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public AIHealRecorder(int turnCount, AIVirtualCard healedCard)
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{
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TurnCount = turnCount;
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Card = healedCard;
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}
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}
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public List<AIHealRecorder> AllyHealRecorderList { get; private set; }
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public List<AIHealRecorder> EnemyHealRecorderList { get; private set; }
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public AIHealRecorderCollection()
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{
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AllyHealRecorderList = new List<AIHealRecorder>();
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EnemyHealRecorderList = new List<AIHealRecorder>();
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}
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private AIHealRecorderCollection(AIHealRecorderCollection original)
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{
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AllyHealRecorderList = new List<AIHealRecorder>(original.AllyHealRecorderList);
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EnemyHealRecorderList = new List<AIHealRecorder>(original.EnemyHealRecorderList);
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}
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public AIHealRecorderCollection Clone()
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{
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return new AIHealRecorderCollection(this);
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}
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public int GetTurnHealCount(int turn, List<AIVirtualCard> checkTargets, bool isAlly)
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{
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List<AIHealRecorder> list = (isAlly ? AllyHealRecorderList : EnemyHealRecorderList);
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int num = 0;
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for (int i = 0; i < list.Count; i++)
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{
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AIHealRecorder aIHealRecorder = list[i];
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if (aIHealRecorder.TurnCount != turn)
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{
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continue;
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}
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for (int j = 0; j < checkTargets.Count; j++)
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{
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if (aIHealRecorder.Card.IsSameCard(checkTargets[j]))
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{
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num++;
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break;
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}
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}
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}
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return num;
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}
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public void AppendHealCount(int turn, AIVirtualCard healedCard, bool isAlly)
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{
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(isAlly ? AllyHealRecorderList : EnemyHealRecorderList).Add(new AIHealRecorder(turn, healedCard));
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}
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public void Clear()
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{
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AllyHealRecorderList.Clear();
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EnemyHealRecorderList.Clear();
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}
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}
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