Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/BattleCardView_BuildInfo.g.cs
gamer147 c5a511e4fe feat(battlenode): attack resolves on engine state via view-untangle (M-HC-4a)
Drive ATTACK frames through the headless receive conductor and assert on engine
board state (node-native harness). Two cases: follower -> enemy leader (leader
life drops by atk, attacker spent) and a lethal follower-vs-follower trade (both
removed). ATTACK opcode confirmed = 10 (NetworkBattleDefine.PlayActionType).

Headless view-untangle (no Engine logic edits; drift clean):
- IBattlePlayerView.AttackSelectControl -> non-null HeadlessAttackSelectControl
  (no-op RegisterAttackPair/ResetCardAfterAttack); IsCardTranslatable left to base.
- IBattleCardView.CardInfo -> backing card via BuildInfo (so IsCardTranslatable
  reads authentic IsClass); class/null view ctors now chain : base(buildInfo).
- IBattleCardView._inPlayFrameEffect -> non-null no-op control.
- Seed Certification.viewer_id headless so the IsRecovery target parse
  (vid != UserViewerID) does not throw inside SavedataManager and silently drop
  the parsed targetList.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 22:48:26 -04:00

41 lines
1.9 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\BattleCardView.cs
using System;
using System.Collections.Generic;
using System.Linq;
using CriWare;
using Cute;
using UnityEngine;
using Wizard.Battle.Resource;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.View
{
public partial class BattleCardView
{
public partial class BuildInfo
{
public IReadOnlyBattleCardInfo cardInfo;
public BattlePlayerReadOnlyInfoPair _playerInfoPair;
public GameObject gameObject;
public BattleCamera battleCamera;
public BackGroundBase backGround;
public IBattleResourceMgr resourceMgr;
public Func<bool> getIsTouchable;
public Func<bool> getIsMovable;
public Func<bool> getIsOnMove;
public Func<int, bool> getIsFixedUseEnable;
public Func<bool> getIsActionCard;
public Func<bool> _getIsAbleToAttack;
public Func<bool> _getIsUnableToAttackClass;
public Func<HandCardFrameEffectType> getHandCardFrameEffectType;
// HEADLESS-FIX (M-HC-4a): store cardInfo so the headless BattleCardView can expose CardInfo (the
// backing card) — the receive ATTACK path reads BattleCardView.CardInfo.IsClass via
// AttackSelectControl.IsCardTranslatable. (Generated stub body was empty; re-apply on regen.)
public BuildInfo(IReadOnlyBattleCardInfo cardInfo, BattlePlayerReadOnlyInfoPair playerInfoPair, GameObject gameObject, BattleCamera battleCamera, BackGroundBase backGround, IBattleResourceMgr resourceMgr, Func<bool> getIsTouchable, Func<bool> getIsMovable, Func<bool> getIsOnMove, Func<int, bool> getIsFixedUseEnable, Func<bool> getIsActionCard, Func<bool> getIsAbleToAttack, Func<bool> getIsUnableToAttackClass, Func<HandCardFrameEffectType> getHandCardFrameEffectType)
{
this.cardInfo = cardInfo;
this._playerInfoPair = playerInfoPair;
}
}
}
}