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

133 lines
5.5 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIWhenPlayDiscard : AIWhenPlayTagArgument
{
protected override bool _isSelectCountImplemented => true;
public AIWhenPlayDiscard(string text)
: base(text)
{
}
protected override void CreateLegalSelectTypes()
{
base.LegalSelectTypes = new AIScriptTokenArgType[3]
{
AIScriptTokenArgType.ALL_SELECT,
AIScriptTokenArgType.RANDOM_SELECT,
AIScriptTokenArgType.TARGET_SELECT
};
}
protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
{
return field.GetSimulationHandCards();
}
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 selectCount = GetSelectCount(tagOwner, field, playPtn, situation);
switch (base.SelectType)
{
case AIScriptTokenArgType.TARGET_SELECT:
AISkillSimulationUtility.ExecuteTargetSelectDiscard(targetsFromField, selectCount, base.SelectType, tagOwner, field, playPtn, situation);
break;
case AIScriptTokenArgType.ALL_SELECT:
AISkillSimulationUtility.DiscardAll(tagOwner, targetsFromField, field, situation);
break;
case AIScriptTokenArgType.RANDOM_SELECT:
AISkillSimulationUtility.DiscardRandom(tagOwner, field, targetsFromField, selectCount, situation);
break;
}
}
}
public override void PseudoExecute(AIVirtualField field, AISinglePlayptnRecord record, PlayedCardInfo playInfo, AIVirtualTargetSelectAction situation)
{
AIDiscardInfo aIDiscardInfo;
switch (base.SelectType)
{
case AIScriptTokenArgType.ALL_SELECT:
aIDiscardInfo = GetPseudoAllSelectDiscardInfo(record, situation);
break;
case AIScriptTokenArgType.RANDOM_SELECT:
aIDiscardInfo = GetPseudoRandomSelectDiscardInfo(record, field, situation);
break;
case AIScriptTokenArgType.TARGET_SELECT:
aIDiscardInfo = GetPseudoTargetSelectDiscardInfo(record, field, situation);
break;
default:
AIConsoleUtility.LogError("AIWhenPlayDiscard error!! SelectType == " + base.SelectType);
return;
}
playInfo.SetDiscardInfo(aIDiscardInfo, base.SelectType);
record.CheckRegisteredDiscardInfo(aIDiscardInfo);
}
private AIDiscardInfo GetPseudoAllSelectDiscardInfo(AISinglePlayptnRecord record, AIVirtualTargetSelectAction situation)
{
List<AIVirtualCard> restHandCardList = record.RestHandCardList;
AIVirtualCard actor = situation.Actor;
List<int> playPtn = record.PlayPtn;
List<AIVirtualCard> filteredTargets = GetFilteredTargets(restHandCardList, actor, playPtn, situation);
if (filteredTargets == null || filteredTargets.Count <= 0)
{
return new AIDiscardInfo(actor, isSuccess: false, filteredTargets);
}
if (!record.IsAllTargetsUsableHandCard(filteredTargets))
{
AIDiscardInfo aIDiscardInfo = new AIDiscardInfo(actor, isSuccess: true, filteredTargets);
aIDiscardInfo.MarkAsNG();
return aIDiscardInfo;
}
return new AIDiscardInfo(actor, isSuccess: true, filteredTargets);
}
private AIDiscardInfo GetPseudoRandomSelectDiscardInfo(AISinglePlayptnRecord record, AIVirtualField field, AIVirtualTargetSelectAction situation)
{
List<AIVirtualCard> restHandCardList = record.RestHandCardList;
AIVirtualCard actor = situation.Actor;
List<int> playPtn = record.PlayPtn;
List<AIVirtualCard> filteredTargets = GetFilteredTargets(restHandCardList, actor, playPtn, situation);
if (filteredTargets == null || filteredTargets.Count <= 0)
{
return new AIDiscardInfo(actor, isSuccess: false, filteredTargets);
}
if (!record.IsAllTargetsUsableHandCard(filteredTargets))
{
AIDiscardInfo aIDiscardInfo = new AIDiscardInfo(actor, isSuccess: true, null);
aIDiscardInfo.MarkAsNG();
return aIDiscardInfo;
}
int selectCount = GetSelectCount(actor, actor.SelfField, playPtn, situation);
List<AIVirtualCard> targets = AIDiscardUtility.SelectWorstDiscardTarget(actor, field, filteredTargets, selectCount, playPtn, situation);
return new AIDiscardInfo(actor, isSuccess: true, targets);
}
private AIDiscardInfo GetPseudoTargetSelectDiscardInfo(AISinglePlayptnRecord record, AIVirtualField field, AIVirtualTargetSelectAction situation)
{
List<AIVirtualCard> restHandCardList = record.RestHandCardList;
AIVirtualCard actor = situation.Actor;
List<int> playPtn = record.PlayPtn;
List<AIVirtualCard> filteredTargets = GetFilteredTargets(restHandCardList, actor, playPtn, situation);
int selectCount = GetSelectCount(actor, actor.SelfField, playPtn, situation);
if (filteredTargets == null || filteredTargets.Count < selectCount)
{
return new AIDiscardInfo(actor, isSuccess: false, filteredTargets);
}
bool isBreakPlayptn;
List<AIVirtualCard> prospectedTargetWithPlayPtnUsableCardCheck = AITargetSelectUtility.GetProspectedTargetWithPlayPtnUsableCardCheck(filteredTargets, field, situation, record, selectCount, (AIVirtualCard card, AIVirtualField field2, List<int> playPtn2, AIVirtualTargetSelectAction situation2) => AIDiscardUtility.EvaluateDiscardedBonus(card, playPtn2, situation2, field2, isIgnoreInBattle: false, isCalcCostDiff: true, isCalcTokenValue: true), out isBreakPlayptn);
AIDiscardInfo aIDiscardInfo = new AIDiscardInfo(actor, isSuccess: true, prospectedTargetWithPlayPtnUsableCardCheck);
if (isBreakPlayptn)
{
aIDiscardInfo.MarkAsNG();
}
return aIDiscardInfo;
}
}