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

40 lines
1.0 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIVirtualCardStatusInfo
{
public AIVirtualCard BaseCard { get; private set; }
public int Attack { get; private set; }
public int Life { get; private set; }
public float ValueWhenDestroyed { get; private set; }
public AIVirtualCardStatusInfo(AIVirtualCard card, int attack, int life)
{
BaseCard = card;
Attack = attack;
Life = life;
ValueWhenDestroyed = 0f;
}
public void CalculateCardValueWhenDestroyed(List<int> playPtn, AISituationInfo situation)
{
int attack = BaseCard.Attack;
int life = BaseCard.Life;
BaseCard.Attack = Attack;
BaseCard.Life = Life;
ValueWhenDestroyed = BaseCard.EvaluateValueOnField(playPtn, situation, useStyle: true) - BaseCard.GetAllBreakBonus(playPtn, useIgnoreInBattle: false) - BaseCard.GetAllLeaveBonus(playPtn, useIgnoreInBattle: false);
BaseCard.Attack = attack;
BaseCard.Life = life;
}
public void ModifyStatus(int attack, int life)
{
Attack = attack;
Life = life;
}
}