Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIDamageClippingInfo.cs
gamer147 824309ec44 feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the
AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed
the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
2026-06-05 20:30:59 -04:00

54 lines
1.4 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Wizard;
public class AIDamageClippingInfo : AIBarrierInfoBase
{
public override AIBarrierType BarrierType => AIBarrierType.DamageClipping;
public int ClippingRange { get; protected set; } = 9999;
public AIDamageClippingInfo(int amount, int range, AIDamageType damageType, AIBarrierStopTiming stopTiming)
: base(amount, damageType, stopTiming)
{
ClippingRange = range;
UpdateHash();
}
public AIDamageClippingInfo(int amount, int range, AIDamageType damageType, List<AIBarrierStopTiming> stopTimingList)
: base(amount, damageType, stopTimingList)
{
ClippingRange = range;
UpdateHash();
}
public override AIBarrierInfoBase Clone()
{
return new AIDamageClippingInfo(base.BarrierAmount, ClippingRange, base.DamageType, base.StopTimingList);
}
public override bool IsShield()
{
if (ClippingRange == 9999)
{
return base.BarrierAmount <= 0;
}
return false;
}
protected override int CalcDamage(AIVirtualCard owner, int damage)
{
if (damage > ClippingRange)
{
return damage;
}
return Mathf.Min(damage, base.BarrierAmount);
}
protected override void UpdateHash()
{
base.Hash = AIBarrierSimulationUtility.CalculateDamageClipInfoHash(base.DamageType, BarrierType, base.StopTimingList, base.BarrierAmount, ClippingRange);
}
}