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

44 lines
1.3 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AllyPlayBonusPolicyCollection : AIPolicyCollection
{
public float GetAllyPlayBonus(AIVirtualCard playCard, List<int> playPtn, AISituationInfo situation, ref float currentUseMinValue)
{
if (!base.HasPolicy)
{
return 0f;
}
float num = 0f;
AIVirtualField selfField = playCard.SelfField;
AIVirtualCard allyClass = selfField.AllyClass;
for (int i = 0; i < base.PolicyList.Count; i++)
{
AIPolicyData aIPolicyData = base.PolicyList[i];
if (aIPolicyData.PolicyType != AIPolicyType.AllyPlayBonus || !(aIPolicyData.Argument is AIOtherPlayBonus) || !aIPolicyData.CheckCondition(allyClass, playPtn, selfField, situation))
{
continue;
}
AIOtherPlayBonus aIOtherPlayBonus = aIPolicyData.Argument as AIOtherPlayBonus;
if (!AIFilteringUtility.CheckMatchTargetFiltering(playCard, null, aIOtherPlayBonus.Filters, playPtn, allyClass, situation))
{
continue;
}
if (aIOtherPlayBonus.IsUseMin)
{
float evaluateValue = aIOtherPlayBonus.GetEvaluateValue(allyClass, playPtn, situation);
if (EnemyAI.IsLargerThan(currentUseMinValue, evaluateValue))
{
currentUseMinValue = evaluateValue;
}
}
else
{
num += aIOtherPlayBonus.GetEvaluateValue(allyClass, playPtn, situation);
}
}
return num;
}
}