Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
42 lines
1.1 KiB
C#
42 lines
1.1 KiB
C#
using System.Collections.Generic;
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using Wizard.Battle.View.Vfx;
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namespace Wizard;
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public interface IEnemyAI
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{
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bool IsStackAction { get; }
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bool IsConnectNetwork { get; }
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bool IsAIExecution { get; }
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void ExecuteEnemyAI(bool useWait);
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void StopEnemyAI();
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void InitOnGame(BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer);
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void Mulligan(List<BattleCardBase> dstList, BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer);
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void TurnEnd();
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void Retire();
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void Disconnect();
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void Reconnect();
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void SelectSkillTarget(AIVirtualCard actCard, AIOperationType operationType, AISinglePlayptnRecord playptnRecord);
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void CleanupStackedAction();
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float CalcFieldAdvantage();
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IAIEmoteCtrl EmoteCtrl();
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bool SetUpBattleState(int classId, AI_LOGIC_LV logicLv, string deckName, string styleName, string emoteName, int enemyAiID = -1);
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VfxBase GetEmote(AIEmoteCmdType cmdType, AISituationInfo situation = null, ClassCharaPrm.EmotionType receivedEmoteType = ClassCharaPrm.EmotionType.NULL, int emoteInput = -1);
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}
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