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

100 lines
3.9 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIOtherAttackDamage : AIWhenAttackSelfAndOtherTagArgument
{
private AIScriptTokenArgType _selectType;
private AIPolishConvertedExpression _damage;
private readonly int DAMAGE_ARG_OFFSET = 1;
private readonly int SELECT_TYPE_ARG_INDEX = 2;
protected override int NON_FILTER_FIRST_OFFSET => SELECT_TYPE_ARG_INDEX;
public override bool IsActivateWhenEvalInstantAttack => true;
public AIOtherAttackDamage(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
_damage = _exprList[_exprList.Count - DAMAGE_ARG_OFFSET];
_selectType = AIPlayTagInitializingUtility.CreateSingleArgType(_exprList[_exprList.Count - SELECT_TYPE_ARG_INDEX], base.LegalSelectTypes);
}
protected override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.TargetFilters, playPtn, situation, isAttackEffective: false, isBlockDead);
}
protected override void RunTagMethod(List<AIVirtualCard> targets, AIVirtualField field, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
{
base.RunTagMethod(targets, field, tagOwner, playPtn, situation);
if (targets != null && targets.Count > 0)
{
int damage = (int)_damage.EvalArg(tagOwner, playPtn, field, situation);
switch (_selectType)
{
case AIScriptTokenArgType.ALL_SELECT:
AIDamageSimulationUtility.DamageAll(targets, tagOwner, field, damage, situation);
break;
case AIScriptTokenArgType.RANDOM_SELECT:
AIDamageSimulationUtility.DamageRandom(targets, tagOwner, field, damage, situation);
break;
}
}
}
private int GetAttackDamageToCertainTarget(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, AIVirtualCard damageTarget)
{
if (damageTarget.IsIndependent)
{
return 0;
}
if (!CheckTriggerLegal(situation.Actor, tagOwner, playPtn, situation))
{
return 0;
}
List<AIVirtualCard> targets = GetTargets(tagOwner, field, playPtn, situation);
if (targets.Contains(damageTarget))
{
int num = (int)_damage.EvalArg(tagOwner, playPtn, field, situation);
if (_selectType == AIScriptTokenArgType.ALL_SELECT || (_selectType == AIScriptTokenArgType.RANDOM_SELECT && damageTarget.IsSameCard(AIDamageSimulationUtility.SelectDamageTarget(targets, field, playPtn, situation, num, isSpell: false, AISelectTargetPattern.Worst))))
{
return num;
}
}
return 0;
}
public int PseudoSimulateDamageToTarget(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, AIVirtualCard damageTarget, AIBarrierPseudoSimulationInfo simBarrier)
{
int attackDamageToCertainTarget = GetAttackDamageToCertainTarget(tagOwner, field, playPtn, situation, damageTarget);
if (attackDamageToCertainTarget > 0)
{
bool isSpell = tagOwner.IsSpell;
int result = simBarrier.SimulateDamageAmount(damageTarget.SimulateDamageShield(attackDamageToCertainTarget, isSkillDamage: true, isSpell), isSpell);
simBarrier.DepriveBarrier(AIBarrierStopTiming.AfterDamage);
return result;
}
return 0;
}
public override void PseudoSimulateForEvalInstantAttack(AIVirtualCard tagOwner, AIVirtualField field, AIVirtualAttackInfo situation, List<int> playPtn, EvalInstantAttackInformation information)
{
AIBarrierPseudoSimulationInfo attackerBarrierInfo = information.AttackerBarrierInfo;
AIVirtualCard actor = situation.Actor;
information.AttackerTotalDamage += PseudoSimulateDamageToTarget(tagOwner, field, playPtn, situation, actor, attackerBarrierInfo);
if (information.AttackerTotalDamage >= actor.Life)
{
information.IsAttackerDestroyWhenAttack = true;
}
}
}