Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/IEnemyAI.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
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.
2026-06-05 16:57:20 -04:00

42 lines
1.1 KiB
C#

using System.Collections.Generic;
using Wizard.Battle.View.Vfx;
namespace Wizard;
public interface IEnemyAI
{
bool IsStackAction { get; }
bool IsConnectNetwork { get; }
bool IsAIExecution { get; }
void ExecuteEnemyAI(bool useWait);
void StopEnemyAI();
void InitOnGame(BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer);
void Mulligan(List<BattleCardBase> dstList, BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer);
void TurnEnd();
void Retire();
void Disconnect();
void Reconnect();
void SelectSkillTarget(AIVirtualCard actCard, AIOperationType operationType, AISinglePlayptnRecord playptnRecord);
void CleanupStackedAction();
float CalcFieldAdvantage();
IAIEmoteCtrl EmoteCtrl();
bool SetUpBattleState(int classId, AI_LOGIC_LV logicLv, string deckName, string styleName, string emoteName, int enemyAiID = -1);
VfxBase GetEmote(AIEmoteCmdType cmdType, AISituationInfo situation = null, ClassCharaPrm.EmotionType receivedEmoteType = ClassCharaPrm.EmotionType.NULL, int emoteInput = -1);
}