Files
SVSimServer/SVSim.BattleEngine/Shim/View/SettingsUiStubs.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

201 lines
9.6 KiB
C#

// AUTHORED SHIM (not copied). Non-battle game types (settings widgets, error-dialog
// data, login-bonus, deck-builder, story chapter-selection, room-match, socket.io)
// swept into the copy closure but never driven headless. Stubbed in their ORIGINAL
// namespaces so the copied engine resolves their type references. Enums are replicated
// VERBATIM from decomp (integer values can be cast); classes are empty until the loop
// demands a member.
using UnityEngine;
namespace Wizard.Dialog.Setting
{
// Real base of ItemButton/ItemToggle/... (copied). Abstract methods the copied
// subclasses override -- without this base they fall back to the unrelated
// Wizard.Item data class and CS0115 ("no method to override").
public abstract class Item : MonoBehaviour
{
public abstract void AddChangeCallback(EventDelegate.Callback callback);
public abstract void SetActive_SeparatorLine(bool isActive);
}
}
namespace Wizard.ErrorDialog
{
// Real Wizard.ErrorDialog.Data; without it Dialog.cs's unqualified `Data` falls
// back to the static Wizard.Data god-object (CS0718/0722/0723 + missing ButtonType).
public class Data
{
public enum ContactDisplayType { _NONE_, , MAX }
public enum ButtonType { _NONE_, OK, , , , , , , MAX }
public string TitleId { get; private set; }
public string BodyId { get; private set; }
public bool IsDisplayContact { get; private set; }
public ButtonType MainButton { get; private set; }
public ButtonType SubButton { get; private set; }
public int PanelDepth { get; private set; }
public Data(string id, string titleId, string bodyId, string contactDisplay,
string mainButton, string subButton, string panelDepth) { }
}
}
namespace Wizard.Battle.UI
{
public enum CantAttackType { Null, All, Class, NotHasGuard, Unit, Max }
}
namespace Wizard.Battle.View
{
// Decomp bases (dropped by the hand stub): both derive from BattleCardView, which
// carries the IBattleCardView impl — so they convert to IBattleCardView via it.
// The decomp ClassBattleCardViewBase also implements IClassBattleCardView; the resolution
// path casts the created view to it (ClassBattleCardBase.Setup), so re-attach the dropped
// interface here with no-op members (the leaf PlayerClassBattleCardView inherits them).
public abstract class ClassBattleCardViewBase : BattleCardView, IClassBattleCardView
{
// HEADLESS-FIX (M-HC-4a): forward the BuildInfo to the BattleCardView base so a class (leader)
// view's CardInfo resolves to its backing card — the receive ATTACK path reads CardInfo.IsClass
// (true for a leader) via AttackSelectControl.IsCardTranslatable when an attack targets the leader.
protected ClassBattleCardViewBase() { }
protected ClassBattleCardViewBase(BuildInfo buildInfo) : base(buildInfo) { }
public virtual Wizard.Battle.Player.ClassCharacter.IClassCharacter ClassCharacter => null;
public virtual void StartOutFrame() { }
public virtual void StartIntoFrame() { }
public virtual float GetCurrentClipTime() => 0f;
public virtual bool GetCurrentClipIsName(global::ClassCharaPrm.MotionType motionType) => false;
public virtual void ClearSpineObject() { }
}
public class NullBattleCardView : BattleCardView { public NullBattleCardView() { } public NullBattleCardView(BuildInfo buildInfo) : base(buildInfo) { } public static void ReleaseSharedDummy() { } } // HEADLESS-FIX (M-HC-4a): chain BuildInfo so a null-view card's CardInfo still resolves
// The decomp NullClassBattleCardView is `: NullBattleCardView, IClassBattleCardView, IBattleCardView`;
// base-clause recovery kept only the base class. IBattleCardView is satisfied via the BattleCardView
// base, but IClassBattleCardView was dropped. The generated NullClassBattleCardView stub already
// provides that interface's members (public no-ops), so just re-attach the dropped interface here.
// The resolution path's VirtualClone (createNullView) -> ClassBattleCardBase.Setup casts the null
// view to IClassBattleCardView, which throws InvalidCastException at runtime without this (M3,
// fixed-damage spell: Skill_damage.TakeDamageSingle clones the leader before applying damage).
// Compiles fine without it (it's a cast, not a member call), so the M1 loop never surfaced it.
public partial class NullClassBattleCardView : IClassBattleCardView { }
}
namespace Wizard.Battle.View.Vfx
{
// Base of the copied PuzzleBattleManager.PuzzleOpeningVfx (ctor + abstract override).
public abstract partial class OpeningVfx : SequentialVfxPlayer
{
protected OpeningVfx(BackGroundBase backGround) { }
public abstract void RegisterOpeningVfx(ClassBattleCardBase playerClass, ClassBattleCardBase enemyClass);
public static string OpenningLogStep = "";
public static VfxBase ShowBattleUIImmediatelyVfx(BattlePlayerBase battlePlayerBase, bool fixDirection = false, bool isNewReplay = false, bool isBanmenkun = false) => NullVfx.GetInstance();
public class WaitVoiceEndVfx : VfxBase { }
public class OpeningShowCharacterPanelVfx : SequentialVfxPlayer { }
}
}
namespace AnimationOrTween
{
public enum DisableCondition { DisableAfterReverse = -1, DoNotDisable, DisableAfterForward }
public enum EnableCondition { DoNothing, EnableThenPlay, IgnoreDisabledState }
}
namespace Wizard.UI.LoginBonus
{
public class ContinuousData { public ContinuousData(LitJson.JsonData jsonData) { } }
public class NormalData { public NormalData(LitJson.JsonData jsonData) { } }
public class SpecialData { public SpecialData(LitJson.JsonData jsonData) { } }
public class FreeCardPackBoxData { public FreeCardPackBoxData(LitJson.JsonData jsonData) { } }
}
namespace DeckBuilder
{
public partial class GenerateDeckCode { }
public partial class GetDeckDataFromCode { }
}
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
{
public interface IProcessing
{
IProcessing NextProcessing { get; set; }
void Execute(Parameter param);
}
// Parameter is generated full-surface (ctor + props) in Shim/Generated/Parameter__*.g.cs
}
namespace Wizard.RoomMatch
{
public partial class PlayerControllerForWatching { } // SEND_PARAMETER enum is in Generated/PlayerControllerForWatching.g.cs
public partial class RoomRuleSetting { }
}
namespace Cute
{
public class SceneChangeParameter { public bool KeepAssets; public SceneType BeforeScene; public SceneType NextScene; public string NextState; }
public class SceneManager
{
public SceneChangeParameter SceneChangeParameter = new SceneChangeParameter();
public void ChangeScene(string next_scene) { }
public void ChangeScene(string next_scene, string active_state) { }
public void ChangeScene(SceneType type, string active_state = "") { }
}
}
namespace Wizard.Story
{
public enum StoryApiType { None, MainStory, LimitedStory, EventStory }
public partial class SelectedStoryInfo { }
public partial class StoryWorldDataManager { }
public sealed class StoryWorldData { } // signature-only type pulled by StoryWorldDataManager full-surface (non-battle)
}
namespace Wizard.Title
{
// ITitleProc impls pulled by full-surface stubs; referenced as signature types only (non-battle).
public class BattleRecovery { }
public class ResourceDownloader { }
public class TemporaryAssetDeleter { }
}
namespace BestHTTP.SocketIO
{
// BestHTTP SDK types — minimal hand shim (full-surface would pull the whole SocketIO
// closure). Node-server real-time socket path is Phase-2; these are off the battle path.
public sealed class Packet { public System.Collections.Generic.List<byte[]> Attachments { get; set; } }
public delegate void SocketIOCallback(Socket socket, Packet packet, params object[] args);
public sealed class Socket
{
public string Id => "";
public Socket On(string eventName, SocketIOCallback callback) => this;
public Socket On(BestHTTP.SocketIO.SocketIOEventTypes type, SocketIOCallback callback) => this;
public Socket Off(string eventName) => this;
public Socket Off() => this;
public Socket Emit(string eventName, params object[] args) => this;
}
public class SocketOptions
{
public bool AutoConnect { get; set; }
public Transports.TransportTypes ConnectWith { get; set; }
public PlatformSupport.Collections.ObjectModel.ObservableDictionary<string, string> AdditionalQueryParams { get; set; }
}
public sealed class SocketManager
{
public enum States { Initial, Opening, Open, Paused, Pausing, Reconnecting, Closed }
public SocketManager(System.Uri uri) { }
public SocketManager(System.Uri uri, SocketOptions options) { }
public States State => States.Closed;
public Socket Socket { get; } = new Socket();
public Socket this[string nsp] => Socket;
public void Open() { }
public void Close() { }
public void SettingRealtimeNetworkAgent(object agent) { }
}
}
// ---- namespace anchors (referenced via `using`/qualified path; no type used yet) ----
namespace Wizard.Scripts.Network.Task { internal class _ShimAnchor { } }
namespace Wizard.Scripts.Network.Task.Arena { internal class _ShimAnchor { } }
namespace Wizard.Scripts.Network.Task.Arena.TwoPick { internal class _ShimAnchor { } }
namespace BestHTTP.Decompression.Zlib { internal class _ShimAnchor { } }