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.
54 lines
1.7 KiB
C#
54 lines
1.7 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public static class AIPlayOnSkillUtility
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{
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public static int GetLifePenaltyOnPlay(BattleCardBase card, EnemyAI enemyAI)
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{
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int num = 0;
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IEnumerable<SkillBase> selfInjurySkillsOnPlay = GetSelfInjurySkillsOnPlay(card, enemyAI);
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if (selfInjurySkillsOnPlay == null)
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{
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return num;
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}
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foreach (SkillBase item in selfInjurySkillsOnPlay)
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{
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num += GetSelfInjurySkillDamage(card, item, isNecromance: false, enemyAI);
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}
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return num;
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}
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private static IEnumerable<SkillBase> GetSelfInjurySkillsOnPlay(BattleCardBase card, EnemyAI enemyAI)
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{
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foreach (SkillBase skill in card.Skills)
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{
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if (!(skill is Skill_damage) || skill.IsWhenPlaySkill)
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{
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continue;
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}
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BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(enemyAI.ALLY, enemyAI.OPPONENT);
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if (!skill.CheckConditionAI(playerInfoPair, new SkillConditionCheckerOption(), isPrePlay: true))
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{
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continue;
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}
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IEnumerable<BattleCardBase> selectableCards = skill.GetSelectableCards(playerInfoPair, new SkillConditionCheckerOption());
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foreach (BattleCardBase item in selectableCards)
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{
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if (item == enemyAI.ALLY.Class)
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{
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yield return skill;
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break;
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}
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}
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}
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}
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private static int GetSelfInjurySkillDamage(BattleCardBase card, SkillBase skill, bool isNecromance, EnemyAI enemyAI)
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{
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BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(enemyAI.ALLY, enemyAI.OPPONENT);
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SkillCollectionBase.SetupOptionValue(skill.OptionValue, playerInfoPair, card, skill);
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return skill.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.damage, 0);
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}
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}
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