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.
52 lines
1.5 KiB
C#
52 lines
1.5 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AITurnEndBanish : AIFiltersAndSelectTypeArgument, IAITurnEndArgument
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{
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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 => 2;
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public AITurnEndBanish(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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IsAllyTurn = TurnEndTagCollection.IsAllyTurn(_exprList, GetType(), _exprList.Count - IS_ALLY_TURN_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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switch (base.SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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AIBanishSimulationUtility.BanishAll(targetsFromField, situation);
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break;
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case AIScriptTokenArgType.RANDOM_SELECT:
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AIBanishSimulationUtility.BanishRandom(targetsFromField, tagOwner, field, playPtn, situation);
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break;
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}
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}
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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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return 0f;
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}
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protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
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{
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return field.CardListSet.BothInplayCards;
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}
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}
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