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

24 lines
763 B
C#

namespace Wizard;
public static class AIVirtualTurnEndSimulator
{
public static void TurnEnd(AIVirtualTurnEndInfo situation, AIVirtualField field)
{
if (situation.ActionType != AIOperationType.TURNEND)
{
AIConsoleUtility.LogError("AIVirtualTurnEndSimulator:TurnEnd() error!! situation is not [TURNEND] ActionType!!!!!");
return;
}
for (int i = 0; i < field.CardListSet.BothClassAndInplayCards.Count; i++)
{
AIVirtualCard aIVirtualCard = field.CardListSet.BothClassAndInplayCards[i];
if (!aIVirtualCard.IsDead)
{
aIVirtualCard.CallOnAfterBattleSimulation(situation);
}
}
situation.ExecuteAllSkillProcess();
field.TagPreprocessContainer.SimulateAllTurnEndInfo(situation.Actor.IsAlly, situation);
}
}