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>
126 lines
5.4 KiB
C#
126 lines
5.4 KiB
C#
// AUTHORED SHIM (not copied). The battle View / UI / Touch / Replay / RoomMatch
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// presentation tree the engine holds references to but never drives headless
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// (IsForecast suppresses VFX; we never pump input or rendering). Stubbed in their
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// ORIGINAL namespaces so the copied engine's type references resolve. Members grow
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// only as the compile loop demands a specific call. Most are referenced as field/
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// parameter types only, so empty stubs suffice.
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namespace Wizard.Battle.View
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{
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public partial interface IReadOnlyVoiceInfo { }
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public partial class BattleCardView
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{
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// BuildInfo (14-arg ctor + members) provided by Generated/BattleCardView_BuildInfo.g.cs
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// Parameterless ctor lets the no-op subclass hand stubs (ClassBattleCardViewBase,
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// NullBattleCardView) and any non-chaining stub satisfy their implicit base() call.
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public BattleCardView() { }
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public BattleCardView(BuildInfo buildInfo) { _buildInfo = buildInfo; }
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// HEADLESS-FIX (M-HC-4a): the receive ATTACK path reads BattleCardView.CardInfo (the backing
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// card) and BattleCardView._inPlayFrameEffect on the resolve path (InPlayCardReflection /
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// ActionProcessor.Attack). The interface getters in Generated/_IfaceImpl.g.cs surface these two
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// fields. CardInfo comes from the stored BuildInfo (cardInfo == the card, IReadOnlyBattleCardInfo,
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// so IsClass etc. are authentic); _inPlayFrameEffect is a non-null no-op frame-effect control
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// whose HideFrameEffect/UpdateCanAttackEffect are empty (Generated/InPlayCardFrameEffectControl.g.cs).
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internal BuildInfo _buildInfo;
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internal IReadOnlyBattleCardInfo HeadlessCardInfo => _buildInfo?.cardInfo;
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internal InPlayCardFrameEffectControl _headlessInPlayFrameEffect =
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new InPlayCardFrameEffectControl(null, null, null);
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// AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs
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public virtual UnityEngine.GameObject GameObject { get; protected set; }
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public HandCardFrameEffectControl HandFrameEffect { get; private set; }
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public static HandParameter.IconLayout GetCurrentIconLayout() => default!;
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}
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public partial class NonDialogPopup : UnityEngine.MonoBehaviour { } // Close() in Generated/NonDialogPopup.g.cs
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public abstract class BattlePlayerViewBase
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{
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public enum BattleDialogItem { Menu, Retire }
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public static bool AlwaysShowStatusPanel => true;
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public bool IsSelecting { get; set; }
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}
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public partial class InPlayCardFrameEffectControl { }
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}
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namespace Wizard.Battle.UI
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{
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public partial class BattleLogItem : UnityEngine.MonoBehaviour { }
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public partial class BattleLogManager { }
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public partial class BattleLogWindow : UnityEngine.MonoBehaviour
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{
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public enum BattleLogType { Battle, PlayCardLog, Destruction, Information }
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public void HideCardListPanel() { }
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}
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public partial class AvatarBattleTitleItem : UnityEngine.MonoBehaviour { }
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public partial class AvatarBattlePassiveBonusItem : UnityEngine.MonoBehaviour { }
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public partial class AvatarBattleBonusItem : UnityEngine.MonoBehaviour { }
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public partial class BossRushEnemySpecialSkillItem : UnityEngine.MonoBehaviour { }
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public partial class MyRotationBonusItem : UnityEngine.MonoBehaviour { }
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public partial class EvolutionConfirmation { }
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}
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namespace Wizard.Battle.Touch
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{
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public partial class SkillTargetSelectTouchProcessor { }
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public partial class EvolutionTouchProcessor
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{
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// events dropped by m1_stub_gen (generator does not capture `event` decls)
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public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnFocusTarget;
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public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnUnfocusTarget;
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public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnSelectTarget;
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public event global::System.Action OnNotSelectTarget;
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}
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public partial class SetCardProcessor { }
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public partial class EvolutionSimpleProcessor { }
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public partial class EmotionTouchProcessor { }
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public partial class DetailPanelTouchProcessor { }
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public partial class ClassBuffTouchProcessor { }
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}
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namespace Wizard.Battle.Replay
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{
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public interface IReplayRecordManager
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{
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void SetupRecording(BattleManagerBase battleMgr);
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void SetupBattleInfoFilter();
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void SetupOperateMgrEvents(BattleManagerBase battleMgr);
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}
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public class NetworkBattleReplayOperationRecorder
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{
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public class RecordBattleLogParameter { }
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}
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}
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namespace Wizard.Replay
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{
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public partial class ReplayController { }
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}
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namespace Wizard.RoomMatch
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{
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public partial class WatchDataHandler { }
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// RoomConnectController (members + BattleRule/PositionMode enums + InitializeParameter)
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// provided by Generated/RoomConnectController*.g.cs
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}
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namespace Wizard.Story
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{
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public class StoryRecoveryData
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{
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public StoryRecoveryData(LitJson.JsonData jsonData) { }
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public StoryRecoveryData(SelectedStoryInfo data) { }
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public int ChapterCharaId { get; }
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public LitJson.JsonData ToJsonData() => default!;
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}
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}
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namespace Wizard.UI.Common
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{
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public partial class TabList : UnityEngine.MonoBehaviour { }
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}
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namespace Wizard.UI.Dialog.ImageSelection
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{
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public partial class ImageSelection : UnityEngine.MonoBehaviour { }
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}
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