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

52 lines
1.5 KiB
C#

namespace Wizard;
public class ChoiceVirtualCard : AIVirtualCard
{
public BattleCardBase VirtualBattleCard { get; private set; }
public ChoiceVirtualCard(BattleCardBase card, bool isAlly, AIVirtualField field)
{
VirtualBattleCard = card;
base.IsAlly = isAlly;
_field = field;
InitializeFromBattleCardBase(card);
}
protected override void InitializeFromBattleCardBase(BattleCardBase origin)
{
InitializeFromBattleCardBaseBasic(origin);
Cost = origin.Cost;
base.CardIndex = origin.BaseParameter.BaseCardId;
IsPlayer = origin.IsPlayer;
base.TagCollectionContainer = new AITagCollectionContainer();
BarrierInfoCollection = new AIBarrierInfoCollection();
if (origin.Tribe != null && origin.Tribe.Count > 0)
{
for (int i = 0; i < origin.Tribe.Count; i++)
{
AppendTribe(origin.Tribe[i]);
}
}
}
public override ulong GetHash()
{
ulong num = 0uL;
num += (ulong)((long)base.Attack * 6337L);
num += (ulong)((long)base.Life * 11383L);
num += (ulong)((long)base.DefLife * 173L);
num += (ulong)((long)base.EvolutionAttack * 1488017L);
num += (ulong)((long)base.EvolutionLife * 937477L);
num += (ulong)((long)Cost * 14401L);
num += PRIME_NUMBERS_FOR_CLAN[(int)base.Clan % PRIME_NUMBERS_FOR_CLAN.Length];
if (_tribeList != null)
{
for (int i = 0; i < _tribeList.Count; i++)
{
num += PRIME_NUMBERS_FOR_TRIBE[(int)_tribeList[i] % PRIME_NUMBERS_FOR_TRIBE.Length];
}
}
return num;
}
}