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

106 lines
3.1 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIVirtualTargetSelectSimulationInfo
{
public AIVirtualCard OriginalActor;
public AIVirtualCard RealActor;
public List<AIVirtualTargetSelectInfo> SelectInfoList;
public AIOperationType OperationType;
public PlayedCardInfo NextPlayCardInfo;
public AISelectedTargetInfoSet FirstActionTargetTemp;
public bool IsFirstAction;
public AISelectedTargetInfoSet CurrentSimulationBestTargetTemp;
public float FieldValueAfterFirstSelectCardPlay;
public float CurrentSimulationBestTargetTempValue;
public bool IsRecentlyUpdatedCurrentSimulationBestTargetTempValue;
private bool _isNextPlay;
public float PrevRemovalBonus;
public bool IsInterruptedNextPlay { get; private set; }
public AIVirtualTargetSelectSimulationInfo()
{
FieldValueAfterFirstSelectCardPlay = float.MinValue;
CurrentSimulationBestTargetTempValue = float.MinValue;
IsRecentlyUpdatedCurrentSimulationBestTargetTempValue = false;
}
public AIVirtualTargetSelectAction CreateSituationForTargetSelectSimulation()
{
return new AIVirtualTargetSelectAction(RealActor, OriginalActor, OperationType);
}
public AIVirtualTargetSelectSimulationInfo CreateNextPlayCardTargetSelectSimulationInfo(AIVirtualField field, float prevRemovalBonus)
{
if (NextPlayCardInfo == null)
{
return null;
}
AIVirtualCard aIVirtualCard = field.SearchVirtualCard(NextPlayCardInfo.Card);
if (aIVirtualCard == null)
{
return null;
}
AIVirtualCard aIVirtualCard2 = NextPlayCardInfo.TransformCard ?? aIVirtualCard;
AIVirtualTargetSelectAction aIVirtualTargetSelectAction = new AIVirtualTargetSelectAction(aIVirtualCard2, aIVirtualCard, AIOperationType.PLAY, (AISelectedTargetInfoSet)null);
List<int> emptyPlayPtn = EnemyAI.EmptyPlayPtn;
int playSpaceRequired = field.GetPlaySpaceRequired(aIVirtualCard, emptyPlayPtn, aIVirtualTargetSelectAction, needsTokenCount: false);
if (!aIVirtualCard.IsAbleToPlay(emptyPlayPtn, aIVirtualTargetSelectAction) || field.AllyInplayCards.Count + playSpaceRequired > 5)
{
return null;
}
List<AIVirtualTargetSelectInfo> list = aIVirtualCard2.CreateAIVirtualSelectInfo(field, aIVirtualTargetSelectAction);
if (list == null || list.Count <= 0)
{
return null;
}
return new AIVirtualTargetSelectSimulationInfo
{
OriginalActor = aIVirtualCard,
RealActor = aIVirtualCard2,
SelectInfoList = list,
OperationType = AIOperationType.PLAY,
NextPlayCardInfo = null,
FirstActionTargetTemp = FirstActionTargetTemp,
IsFirstAction = false,
_isNextPlay = true,
PrevRemovalBonus = prevRemovalBonus
};
}
public void IsCurrentSimulationBestTargetTempNeedsToUpdated(float maxFieldValue)
{
if (EnemyAI.IsLargerThan(maxFieldValue, CurrentSimulationBestTargetTempValue))
{
CurrentSimulationBestTargetTempValue = maxFieldValue;
IsRecentlyUpdatedCurrentSimulationBestTargetTempValue = true;
}
else
{
IsRecentlyUpdatedCurrentSimulationBestTargetTempValue = false;
}
}
public void ForceStopNextPlay()
{
if (_isNextPlay)
{
IsInterruptedNextPlay = true;
}
}
}