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

47 lines
1.6 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIAfterClashDamage : AIFiltersAndSelectTypeArgument
{
private AIPolishConvertedExpression _damage;
private readonly int DAMAGE_AMOUNT_ARG_OFFSET = 1;
protected override int SELECT_TYPE_OFFSET => 2;
public AIAfterClashDamage(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
_damage = _exprList[_exprList.Count - DAMAGE_AMOUNT_ARG_OFFSET];
}
public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
{
List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation);
if (targetsFromField != null && targetsFromField.Count > 0)
{
int damage = (int)_damage.EvalArg(tagOwner, playPtn, field, situation);
switch (base.SelectType)
{
case AIScriptTokenArgType.ALL_SELECT:
AIDamageSimulationUtility.DamageAll(targetsFromField, tagOwner, field, damage, situation);
break;
case AIScriptTokenArgType.RANDOM_SELECT:
AIDamageSimulationUtility.DamageRandom(targetsFromField, tagOwner, field, damage, situation);
break;
}
}
}
public override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective: false, isBlockDead);
}
}