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

104 lines
3.4 KiB
C#

namespace Wizard;
public static class AIVirtualPlaySimulator
{
public static void PlayCard(AIVirtualTargetSelectAction situation, AIVirtualField field, PlaySimulationInfo playInfo)
{
if (situation.ActionType != AIOperationType.PLAY)
{
AIConsoleUtility.LogError("AIVirtualPlaySimulator:PlayCard() error!! situation is not [PLAY] ActionType!!!!!");
return;
}
if (playInfo == null)
{
AIConsoleUtility.LogError($"AIVirtualPlaySimulator:PlayCard() error!! PlayInfo is null!\nMaybe field does not have enough cost!!!!! PlayCardName:{situation.Actor.CardName} PlayCardId:{situation.Actor.BaseId}");
return;
}
AIVirtualCard originalCard = situation.OriginalCard;
int useCost = playInfo.UseCost;
if (playInfo.Type == PlaySimulationType.ChoiceTransform)
{
AIPlayCardSimulationUtility.SetChoiceTargetAsActor(situation);
}
originalCard.PlayedCost = useCost;
if (originalCard.IsAlly)
{
field.AllyPp -= useCost;
field.UsedPpCount += useCost;
}
else
{
field.EnemyPp -= useCost;
}
bool isChoiceBrave = situation.IsChoiceBrave;
AIVirtualCard summonedCard = null;
if (!isChoiceBrave)
{
SimulatePlayCardNormal(situation, field, out summonedCard);
}
AIPreprocessSimulationUtility.SimulatePreprocess(situation.Actor, situation, field, AIScriptTokenArgType.WHEN_PLAY, isPseudo: false);
AIPlayCardSimulationUtility.CreateWhenPlayTagExecutingQueue(situation, field, playInfo.Type);
situation.ProcessCollection.CombinePreprocessToProcessQueue();
if (summonedCard != null)
{
AISummonTokenUtility.ExecuteSummonTags(field, summonedCard, field.BestPlayPtn, situation);
AIGetOnSimulationUtility.GetOnAtField(field, summonedCard, situation);
field.AllActivateCountHolderIncrement(situation, AIPlayTagType.SummonActivateCount, summonedCard);
}
if (!isChoiceBrave)
{
field.AllActivateCountHolderIncrement(situation, AIPlayTagType.PlayActivateCount, originalCard);
}
situation.ExecuteAllSkillProcess();
}
private static void SimulatePlayCardNormal(AISituationInfo play, AIVirtualField field, out AIVirtualCard summonedCard)
{
AIVirtualCard originalCard = play.OriginalCard;
if (originalCard.IsAlly)
{
field.RemoveAllyHandCard(originalCard, isRemoveByPlay: true);
}
else
{
field.RemoveEnemyHandCard(originalCard);
}
AIVirtualCard actor = play.Actor;
field.PlayedCardContainer.AddPlayedCard(actor);
if (actor.IsUnit || actor.IsAmulet)
{
if (actor.IsAlly)
{
actor.NormalPlay();
field.AllyInplayCards.Add(actor);
field.CardListSet.AddAllyInplayCard(actor);
field.SummonedCardContainer.AddSummonedCard(actor);
}
else
{
AIVirtualCard aIVirtualCard;
if (actor is EnemyHandVirtualCard)
{
aIVirtualCard = new AIVirtualCard(actor.BaseCard, field);
aIVirtualCard.InitializeTags(field.ParamQuery, actor.TagCollectionContainer.AttachedTags, actor.TagCollectionContainer.RemovedTagCollection);
}
else
{
aIVirtualCard = actor;
}
aIVirtualCard.NormalPlay();
field.EnemyInplayCards.Add(aIVirtualCard);
field.CardListSet.AddEnemyInplayCard(aIVirtualCard);
field.SummonedCardContainer.AddSummonedCard(actor);
play.SetActor(aIVirtualCard);
}
summonedCard = actor;
}
else
{
AISpellboostSimulationUtility.SpellboostWhenPlaySpell(actor, field);
summonedCard = null;
}
}
}