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.
97 lines
2.5 KiB
C#
97 lines
2.5 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AISimulationBuffInfoCollection
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{
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public List<AIBuffWithTargetsInformation> BuffInfoList { get; private set; }
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public int Count
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{
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get
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{
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if (BuffInfoList != null)
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{
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return BuffInfoList.Count;
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}
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return 0;
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}
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}
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public AISimulationBuffInfoCollection()
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{
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BuffInfoList = null;
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}
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public void Add(ulong tagHash, List<AIVirtualCard> target, AISimulationBuffInfo buffInfo)
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{
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AIBuffWithTargetsInformation element = new AIBuffWithTargetsInformation(target, buffInfo, tagHash);
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BuffInfoList = AIParamQuery.AddElementToList(element, BuffInfoList);
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}
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public void PseudoApplyBuffForSimpleAttack(AIVirtualCard currentAttacker, List<AIVirtualCard> attackerList, Tuple<int, int>[] statusArray)
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{
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if (BuffInfoList != null && BuffInfoList.Count > 0)
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{
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for (int i = 0; i < BuffInfoList.Count; i++)
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{
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BuffInfoList[i].PseudoApplyBuffForSimpleAttack(currentAttacker, attackerList, statusArray);
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}
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}
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}
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public void ApplySingleBuff(ulong tagHash, AIVirtualField field, List<int> playPtn, AIVirtualAttackInfo situation)
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{
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if (BuffInfoList != null && BuffInfoList.Count > 0)
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{
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for (int i = 0; i < BuffInfoList.Count && !BuffInfoList[i].VerifyArgumentAndApply(tagHash, field, playPtn, situation); i++)
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{
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}
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}
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}
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public AISimulationBuffInfo GetBuffInfoToCertainCard(AIVirtualCard card)
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{
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AISimulationBuffInfo result = null;
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if (BuffInfoList != null && BuffInfoList.Count > 0)
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{
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int num = 0;
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int num2 = 0;
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int num3 = 0;
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int num4 = 0;
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for (int i = 0; i < BuffInfoList.Count; i++)
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{
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AIBuffWithTargetsInformation aIBuffWithTargetsInformation = BuffInfoList[i];
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if (aIBuffWithTargetsInformation.ContainsTarget(card))
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{
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num += aIBuffWithTargetsInformation.BuffInfo.TempAttackBuff;
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num2 += aIBuffWithTargetsInformation.BuffInfo.TempLifeBuff;
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num3 += aIBuffWithTargetsInformation.BuffInfo.TotalAttackBuff;
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num4 += aIBuffWithTargetsInformation.BuffInfo.TotalLifeBuff;
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}
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}
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if (num != 0 || num2 != 0 || num3 != 0 || num4 != 0)
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{
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result = new AISimulationBuffInfo(num, num2, num3, num4);
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}
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}
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return result;
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}
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public bool HasBuffInfo(ulong hash)
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{
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if (BuffInfoList == null || BuffInfoList.Count <= 0)
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{
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return false;
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}
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for (int i = 0; i < BuffInfoList.Count; i++)
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{
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if (BuffInfoList[i].IsHashEqual(hash))
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{
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return true;
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}
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}
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return false;
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}
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}
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