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

54 lines
1.4 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIOtherBattleBonusRate : AIBonusArgumentWithIgnoreInBattle
{
private int ValueArgumentIndexOffset = 1;
private int MinimumArgumentCount = 2;
public List<AIScriptTokenBase> Filters { get; private set; }
public AIOtherBattleBonusRate(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
if (_exprList.Count < MinimumArgumentCount)
{
return;
}
Filters = GetFilters(_exprList.GetRange(0, _exprList.Count - ValueArgumentIndexOffset));
int num = -1;
for (int i = 0; i < Filters.Count; i++)
{
if (Filters[i].Type == AIScriptTokenType.ARG && ((AIScriptArgumentToken)Filters[i]).ArgumentType == AIScriptTokenArgType.NONE)
{
num = i;
break;
}
}
if (num != -1)
{
Filters = Filters.GetRange(0, num + 1);
}
}
public float GetBonusValue(AIVirtualCard tagOwner, AIVirtualCard target, List<AIVirtualCard> allCandidates, AIVirtualField field, List<int> playPtn, bool useIgnoreInBattle)
{
if (useIgnoreInBattle && base.IsIgnoreInBattle)
{
return 1f;
}
if (AIFilteringUtility.CheckMatchTargetFiltering(target, allCandidates, Filters, playPtn, tagOwner, null))
{
return _bonusValueArg.EvalArg(tagOwner, playPtn, field);
}
return 1f;
}
}