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

84 lines
1.7 KiB
C#

using System.Collections.Generic;
using Wizard.Battle.View.Vfx;
namespace Wizard;
public class EnemyAINull : IEnemyAI
{
public bool IsStackAction => false;
public bool IsConnectNetwork => false;
public bool IsAIExecution => false;
public void ExecuteEnemyAI(bool useWait)
{
}
public void StopEnemyAI()
{
}
public void InitOnGame(BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer)
{
}
public void Mulligan(List<BattleCardBase> dstList, BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer)
{
}
public void SelectSkillTarget(AIVirtualCard actCard, AIOperationType operationType, AISinglePlayptnRecord playptnRecord)
{
}
public float CalcFieldAdvantage()
{
return 0f;
}
public float Atk_EvaluateBattleCardOnErase(BattleCardBase card, List<int> playPtn, bool useStyle)
{
return 0f;
}
public float Atk_EvaluateBattleCardOnReturn(BattleCardBase card, List<int> playPtn, int restPp, bool useStyle)
{
return 0f;
}
public IAIEmoteCtrl EmoteCtrl()
{
return new AIEmoteCtrlNull();
}
public void TurnEnd()
{
}
public void Retire()
{
}
public void Disconnect()
{
}
public void Reconnect()
{
}
public void CleanupStackedAction()
{
}
public bool SetUpBattleState(int classId, AI_LOGIC_LV logicLv, string deckName, string styleName, string emoteName, int enemyAiID = -1)
{
return true;
}
public VfxBase GetEmote(AIEmoteCmdType cmdType, AISituationInfo situation = null, ClassCharaPrm.EmotionType receivedEmoteType = ClassCharaPrm.EmotionType.NULL, int emoteInput = -1)
{
return NullVfx.GetInstance();
}
}