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

94 lines
2.4 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class MoveFirstBonusPolicyCollection : AIPolicyCollection
{
private struct MoveFirstBonusInfo
{
public bool IsLeastValue;
public bool IsAllyAttackFollower;
}
public float GetMoveFirstBonus(AIVirtualCard card, AIVirtualField field, List<AIVirtualActionInfo> moves)
{
if (!base.HasPolicy)
{
return 0f;
}
AIVirtualActionInfo situation = moves[0];
float num = 0f;
MoveFirstBonusInfo moveFirstBonusInfo = GetMoveFirstBonusInfo(moves);
for (int i = 0; i < base.PolicyList.Count; i++)
{
AIPolicyData aIPolicyData = base.PolicyList[i];
if (!(aIPolicyData.Argument is AIFirstMoveBonus { ActionArgType: var actionArgType } aIFirstMoveBonus))
{
continue;
}
switch (actionArgType)
{
case AIScriptTokenArgType.LEAST_VALUE:
if (!moveFirstBonusInfo.IsLeastValue)
{
continue;
}
break;
case AIScriptTokenArgType.ALLY_ATTACK_FOLLOWER:
if (!moveFirstBonusInfo.IsAllyAttackFollower)
{
continue;
}
break;
default:
AIConsoleUtility.LogError($"MoveFirstBonusPolicyCollection.GetMoveFirstBonus(): Arg type is unsupported. type:[{aIFirstMoveBonus.ActionArgType}]");
continue;
case AIScriptTokenArgType.ALL:
break;
}
if (aIPolicyData.CheckCondition(card, EnemyAI.EmptyPlayPtn, field, situation))
{
num += aIFirstMoveBonus.GetEvaluateValue(card, situation);
}
}
return num;
}
private MoveFirstBonusInfo GetMoveFirstBonusInfo(List<AIVirtualActionInfo> moves)
{
AIVirtualCard actor = moves[0].Actor;
bool flag = true;
bool flag2 = false;
if (moves.Count > 1)
{
float defaultValue = actor.DefaultValue;
for (int i = 1; i < moves.Count; i++)
{
AIVirtualActionInfo aIVirtualActionInfo = moves[i];
if (aIVirtualActionInfo.ActionType == AIOperationType.TURNEND)
{
break;
}
if (flag && aIVirtualActionInfo.Actor != null && aIVirtualActionInfo.Actor.DefaultValue < defaultValue)
{
flag = false;
}
if (!flag2 && aIVirtualActionInfo is AIVirtualAttackInfo aIVirtualAttackInfo && !aIVirtualAttackInfo.AttackTarget.IsLeader)
{
flag2 = true;
}
if (!flag && flag2)
{
break;
}
}
}
return new MoveFirstBonusInfo
{
IsLeastValue = flag,
IsAllyAttackFollower = flag2
};
}
}