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

54 lines
1.4 KiB
C#

namespace Wizard;
public class AIVirtualTargetSelectAction : AIVirtualActionInfo
{
public bool forceLethalMode { get; set; }
public bool IsChoiceBrave
{
get
{
if (base.ActionType == AIOperationType.PLAY && Data.CurrentFormat == Format.Avatar)
{
return CardMaster.IsChoiceBraveCardCheck(base.Actor.BaseId);
}
return false;
}
}
public AIVirtualTargetSelectAction(AIVirtualCard sourceCard, AIVirtualCard original, AIOperationType operationType, AIVirtualCard target = null, AIVirtualCard secondTarget = null)
: base(sourceCard, operationType, null)
{
base.OriginalCard = original;
SelectedTargets = new AISelectedTargetInfoSet();
if (target != null)
{
SelectedTargets.Set(new AISelectedTargetInfo(target, TargetSelectType.Default), 0);
}
if (secondTarget != null)
{
SelectedTargets.Set(new AISelectedTargetInfo(secondTarget, TargetSelectType.Default), 1);
}
}
public AIVirtualTargetSelectAction(AIVirtualCard actor, AIVirtualCard original, AIOperationType operationType, AISelectedTargetInfoSet selectedTargetList)
: base(actor, operationType, selectedTargetList)
{
base.OriginalCard = original;
}
public bool IsChoiceAndChangeActor(AIVirtualField field)
{
if (!AIChoiceTransformUtility.IsChoiceTransform(field, this))
{
return IsChoiceBrave;
}
return true;
}
public override ulong GetHash()
{
return base.GetHash() * 320041;
}
}