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.
94 lines
2.4 KiB
C#
94 lines
2.4 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class MoveFirstBonusPolicyCollection : AIPolicyCollection
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{
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private struct MoveFirstBonusInfo
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{
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public bool IsLeastValue;
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public bool IsAllyAttackFollower;
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}
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public float GetMoveFirstBonus(AIVirtualCard card, AIVirtualField field, List<AIVirtualActionInfo> moves)
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{
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if (!base.HasPolicy)
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{
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return 0f;
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}
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AIVirtualActionInfo situation = moves[0];
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float num = 0f;
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MoveFirstBonusInfo moveFirstBonusInfo = GetMoveFirstBonusInfo(moves);
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for (int i = 0; i < base.PolicyList.Count; i++)
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{
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AIPolicyData aIPolicyData = base.PolicyList[i];
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if (!(aIPolicyData.Argument is AIFirstMoveBonus { ActionArgType: var actionArgType } aIFirstMoveBonus))
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{
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continue;
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}
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switch (actionArgType)
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{
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case AIScriptTokenArgType.LEAST_VALUE:
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if (!moveFirstBonusInfo.IsLeastValue)
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{
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continue;
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}
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break;
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case AIScriptTokenArgType.ALLY_ATTACK_FOLLOWER:
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if (!moveFirstBonusInfo.IsAllyAttackFollower)
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{
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continue;
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}
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break;
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default:
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AIConsoleUtility.LogError($"MoveFirstBonusPolicyCollection.GetMoveFirstBonus(): Arg type is unsupported. type:[{aIFirstMoveBonus.ActionArgType}]");
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continue;
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case AIScriptTokenArgType.ALL:
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break;
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}
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if (aIPolicyData.CheckCondition(card, EnemyAI.EmptyPlayPtn, field, situation))
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{
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num += aIFirstMoveBonus.GetEvaluateValue(card, situation);
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}
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}
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return num;
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}
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private MoveFirstBonusInfo GetMoveFirstBonusInfo(List<AIVirtualActionInfo> moves)
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{
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AIVirtualCard actor = moves[0].Actor;
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bool flag = true;
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bool flag2 = false;
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if (moves.Count > 1)
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{
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float defaultValue = actor.DefaultValue;
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for (int i = 1; i < moves.Count; i++)
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{
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AIVirtualActionInfo aIVirtualActionInfo = moves[i];
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if (aIVirtualActionInfo.ActionType == AIOperationType.TURNEND)
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{
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break;
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}
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if (flag && aIVirtualActionInfo.Actor != null && aIVirtualActionInfo.Actor.DefaultValue < defaultValue)
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{
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flag = false;
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}
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if (!flag2 && aIVirtualActionInfo is AIVirtualAttackInfo aIVirtualAttackInfo && !aIVirtualAttackInfo.AttackTarget.IsLeader)
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{
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flag2 = true;
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}
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if (!flag && flag2)
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{
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break;
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}
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}
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}
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return new MoveFirstBonusInfo
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{
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IsLeastValue = flag,
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IsAllyAttackFollower = flag2
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};
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}
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}
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