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.
100 lines
3.9 KiB
C#
100 lines
3.9 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIOtherAttackDamage : AIWhenAttackSelfAndOtherTagArgument
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{
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private AIScriptTokenArgType _selectType;
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private AIPolishConvertedExpression _damage;
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private readonly int DAMAGE_ARG_OFFSET = 1;
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private readonly int SELECT_TYPE_ARG_INDEX = 2;
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protected override int NON_FILTER_FIRST_OFFSET => SELECT_TYPE_ARG_INDEX;
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public override bool IsActivateWhenEvalInstantAttack => true;
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public AIOtherAttackDamage(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.InitExpressions(text);
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_damage = _exprList[_exprList.Count - DAMAGE_ARG_OFFSET];
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_selectType = AIPlayTagInitializingUtility.CreateSingleArgType(_exprList[_exprList.Count - SELECT_TYPE_ARG_INDEX], base.LegalSelectTypes);
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}
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protected override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.TargetFilters, playPtn, situation, isAttackEffective: false, isBlockDead);
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}
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protected override void RunTagMethod(List<AIVirtualCard> targets, AIVirtualField field, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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base.RunTagMethod(targets, field, tagOwner, playPtn, situation);
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if (targets != null && targets.Count > 0)
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{
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int damage = (int)_damage.EvalArg(tagOwner, playPtn, field, situation);
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switch (_selectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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AIDamageSimulationUtility.DamageAll(targets, tagOwner, field, damage, situation);
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break;
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case AIScriptTokenArgType.RANDOM_SELECT:
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AIDamageSimulationUtility.DamageRandom(targets, tagOwner, field, damage, situation);
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break;
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}
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}
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}
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private int GetAttackDamageToCertainTarget(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, AIVirtualCard damageTarget)
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{
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if (damageTarget.IsIndependent)
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{
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return 0;
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}
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if (!CheckTriggerLegal(situation.Actor, tagOwner, playPtn, situation))
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{
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return 0;
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}
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List<AIVirtualCard> targets = GetTargets(tagOwner, field, playPtn, situation);
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if (targets.Contains(damageTarget))
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{
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int num = (int)_damage.EvalArg(tagOwner, playPtn, field, situation);
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if (_selectType == AIScriptTokenArgType.ALL_SELECT || (_selectType == AIScriptTokenArgType.RANDOM_SELECT && damageTarget.IsSameCard(AIDamageSimulationUtility.SelectDamageTarget(targets, field, playPtn, situation, num, isSpell: false, AISelectTargetPattern.Worst))))
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{
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return num;
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}
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}
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return 0;
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}
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public int PseudoSimulateDamageToTarget(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, AIVirtualCard damageTarget, AIBarrierPseudoSimulationInfo simBarrier)
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{
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int attackDamageToCertainTarget = GetAttackDamageToCertainTarget(tagOwner, field, playPtn, situation, damageTarget);
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if (attackDamageToCertainTarget > 0)
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{
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bool isSpell = tagOwner.IsSpell;
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int result = simBarrier.SimulateDamageAmount(damageTarget.SimulateDamageShield(attackDamageToCertainTarget, isSkillDamage: true, isSpell), isSpell);
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simBarrier.DepriveBarrier(AIBarrierStopTiming.AfterDamage);
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return result;
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}
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return 0;
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}
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public override void PseudoSimulateForEvalInstantAttack(AIVirtualCard tagOwner, AIVirtualField field, AIVirtualAttackInfo situation, List<int> playPtn, EvalInstantAttackInformation information)
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{
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AIBarrierPseudoSimulationInfo attackerBarrierInfo = information.AttackerBarrierInfo;
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AIVirtualCard actor = situation.Actor;
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information.AttackerTotalDamage += PseudoSimulateDamageToTarget(tagOwner, field, playPtn, situation, actor, attackerBarrierInfo);
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if (information.AttackerTotalDamage >= actor.Life)
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{
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information.IsAttackerDestroyWhenAttack = true;
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}
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}
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}
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