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

54 lines
1.7 KiB
C#

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