Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
38 lines
930 B
C#
38 lines
930 B
C#
namespace Wizard;
|
|
|
|
public abstract class AIVirtualActionInfo : AISituationInfo
|
|
{
|
|
public bool IsAlreadyUsed { get; set; }
|
|
|
|
public AIVirtualActionInfo PremiseAction { get; private set; }
|
|
|
|
public PlaySimulationType ReservedPlayType { get; set; }
|
|
|
|
public AIVirtualActionInfo(AIVirtualCard sourceCard, AIOperationType type, AISelectedTargetInfoSet targetSet, AIVirtualActionInfo premise = null)
|
|
: base(sourceCard, type, targetSet)
|
|
{
|
|
IsAlreadyUsed = false;
|
|
PremiseAction = ((premise == null) ? this : premise);
|
|
ReservedPlayType = PlaySimulationType.Undefined;
|
|
}
|
|
|
|
public virtual ulong GetHash()
|
|
{
|
|
if (IsAlreadyUsed)
|
|
{
|
|
return 0uL;
|
|
}
|
|
ulong num = 0uL;
|
|
num += base.Actor.GetHash() * 6343;
|
|
if (base.ActionTarget != null)
|
|
{
|
|
num += base.ActionTarget.GetHash() * 211;
|
|
}
|
|
if (PremiseAction != this)
|
|
{
|
|
num += PremiseAction.GetHash() * 735173;
|
|
}
|
|
return num;
|
|
}
|
|
}
|