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

53 lines
1.2 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AICannotAttackInformation
{
private List<AIScriptTokenBase> _filters;
public AICannotAttackInformation(List<AIScriptTokenBase> filters)
{
_filters = filters;
}
public bool IsEqual(AICannotAttackInformation info)
{
return IsSameFilterList(info._filters);
}
private bool IsSameFilterList(List<AIScriptTokenBase> compare)
{
if (_filters == null || _filters.Count <= 0)
{
if (compare != null)
{
return compare.Count <= 0;
}
return true;
}
if (_filters.Count != compare.Count)
{
return false;
}
for (int i = 0; i < _filters.Count; i++)
{
if (!_filters[i].IsEqual(compare[i]))
{
return false;
}
}
return true;
}
public bool IsCannotAttack(AIVirtualField field, AIVirtualAttackInfo situation)
{
if (situation.ActionType != AIOperationType.ATTACK)
{
return true;
}
List<AIVirtualCard> candidates = (situation.Actor.IsAlly ? field.CardListSet.EnemyClassAndInplayCards : field.CardListSet.AllyClassAndInplayCards);
return AIFilteringUtility.CheckMatchTargetFiltering(situation.AttackTarget, candidates, _filters, field.BestPlayPtn, situation.Actor, situation);
}
}