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

52 lines
1.5 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIEvoReanimate : AIEvoTagArgument
{
private AIPolishConvertedExpression _costArgument;
private const int REANIMATE_COST_ARG_INDEX = 0;
protected override int SELECT_TYPE_OFFSET => -1;
protected override int NON_FILTER_FIRST_OFFSET => 0;
public AIEvoReanimate(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
InitExprList(text);
_costArgument = _exprList[0];
InitializeFilter();
}
protected override void InitializeFilter()
{
List<AIPolishConvertedExpression> filterExpressionList = AIPlayTagInitializingUtility.GetFilterExpressionList(_exprList, NON_FILTER_FIRST_OFFSET);
base.Filters = new List<AIScriptTokenBase>();
if (filterExpressionList != null)
{
base.Filters = GetFilters(filterExpressionList);
}
}
public override bool IsTargetGoingToDie(AIVirtualCard owner, AIVirtualCard candidate, AISituationInfo situation)
{
return false;
}
public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
{
bool isTokenAlly;
int reanimateTokenId = AIReanimateSimulationUtility.GetReanimateTokenId(tagOwner, field, playPtn, situation, base.Filters, _costArgument, AIScriptTokenArgType.ALLY, out isTokenAlly);
if (reanimateTokenId != -1)
{
AISummonTokenUtility.CreateTokenIdCollectionForReanimate(tagOwner, reanimateTokenId, isTokenAlly).SummonAllTokenToField(field, tagOwner, situation);
}
}
}