Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIAttackOrClashShield.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

53 lines
2.7 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIAttackOrClashShield : AIAttackOrClashBarrierBase
{
private List<AIScriptTokenArgType> _stopTimingList;
protected override int _defaultDamageTypeOffset => 2;
protected override int _stopTimingOffset => 1;
public AIAttackOrClashShield(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
InitExprList(text);
_stopTimingList = AIPlayTagInitializingUtility.InitializeStopTimingList(_exprList[_exprList.Count - _stopTimingOffset]);
_damageType = AIPlayTagInitializingUtility.GetDamageTypeFromExprList(_exprList[_exprList.Count - _defaultDamageTypeOffset], out _isDamageTypeDefinedByMaster);
InitSelectType();
InitializeFilter();
}
protected override void GiveBarrierToAllTargets(List<AIVirtualCard> targets, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
AIBarrierSimulationUtility.AddMultipleStopTimingShieldToAll(targets, tagOwner, field, _damageType, _stopTimingList);
}
protected override void PseudoGiveBarrierToCertainTarget(AIBarrierPseudoSimulationInfo simBarrier, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
AIDamageType damageTypeFromArgType = AIBarrierSimulationUtility.GetDamageTypeFromArgType(_damageType);
List<AIBarrierStopTiming> barrierStopTimingListFromArgType = AIBarrierSimulationUtility.GetBarrierStopTimingListFromArgType(_stopTimingList, tagOwner);
AIBarrierSimulationUtility.PseudoAddMultipleStopTimingShieldToSingle(simBarrier, damageTypeFromArgType, barrierStopTimingListFromArgType);
}
public override void PseudoSimulateForEvalInstantAttack(AIVirtualCard tagOwner, AIVirtualField field, AIVirtualAttackInfo situation, List<int> playPtn, EvalInstantAttackInformation information)
{
AIDamageType damageTypeFromArgType = AIBarrierSimulationUtility.GetDamageTypeFromArgType(_damageType);
List<AIBarrierStopTiming> barrierStopTimingListFromArgType = AIBarrierSimulationUtility.GetBarrierStopTimingListFromArgType(_stopTimingList, tagOwner);
if (AIFilteringUtility.CheckMatchTargetFiltering(information.AttackerBarrierInfo.Owner, null, base.Filters, playPtn, tagOwner, situation))
{
AIBarrierSimulationUtility.PseudoAddMultipleStopTimingShieldToSingle(information.AttackerBarrierInfo, damageTypeFromArgType, barrierStopTimingListFromArgType);
}
if (AIFilteringUtility.CheckMatchTargetFiltering(information.TargetBarrierInfo.Owner, null, base.Filters, playPtn, tagOwner, situation))
{
AIBarrierSimulationUtility.PseudoAddMultipleStopTimingShieldToSingle(information.TargetBarrierInfo, damageTypeFromArgType, barrierStopTimingListFromArgType);
}
}
}