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.
180 lines
7.0 KiB
C#
180 lines
7.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Cute;
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namespace Wizard.Battle.Operation;
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public static class OperationSimulator
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{
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public static BattlePlayerPair Attack(BattlePlayerPair sourcePair, IBattleCardUniqueID attackCardId, IBattleCardUniqueID targetCardId, bool isPrediction = false, Action<BattlePlayerPair> OnVirtualPairCloned = null)
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{
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BattleManagerBase.IsForecast = true;
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bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
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BattleManagerBase.GetIns().IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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OnVirtualPairCloned?.Call(battlePlayerPair);
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if (isPrediction)
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{
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Prediction.ChangeFilters(battlePlayerPair);
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}
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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new ActionProcessor(battlePlayerPair).Attack(attackCardId, targetCardId);
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BattleManagerBase.GetIns().IsRecovery = isRecovery;
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BattleManagerBase.IsForecast = false;
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return battlePlayerPair;
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}
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public static BattlePlayerPair Play(BattlePlayerPair sourcePair, IBattleCardUniqueID playCardId, List<BattleCardBase> skillTargets, Action<BattlePlayerPair> OnVirtualPairCloned = null, Action<BattleCardBase> playCardSkillEvent = null)
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{
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BattleManagerBase.IsForecast = true;
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bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
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BattleManagerBase.GetIns().IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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OnVirtualPairCloned?.Call(battlePlayerPair);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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List<BattleCardBase> first = Play_GetTargetsAndChoice(battlePlayerPair, skillTargets).first;
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ActionProcessor actionProcessor = new ActionProcessor(battlePlayerPair);
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BattleCardBase battleCardBase = battlePlayerPair.Self.HandCardList.FindFromCardId(playCardId);
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playCardSkillEvent?.Call(battleCardBase);
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battlePlayerPair.Self.SetupActionProcessorEvent(actionProcessor);
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battlePlayerPair.Opponent.SetupActionProcessorEvent(actionProcessor);
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actionProcessor.PlayCard(battleCardBase, first);
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BattleManagerBase.GetIns().IsRecovery = isRecovery;
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BattleManagerBase.IsForecast = false;
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return battlePlayerPair;
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}
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public static Tuple<List<BattleCardBase>, List<int>> Play_GetTargetsAndChoice(BattlePlayerPair virtualPair, List<BattleCardBase> skillTargets)
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{
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List<BattleCardBase> list = null;
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List<int> list2 = null;
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if (skillTargets.IsNotNullOrEmpty())
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{
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list = new List<BattleCardBase>();
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foreach (BattleCardBase skillTarget in skillTargets)
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{
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BattleCardBase battleCardBase = FindSkillTargetCard(virtualPair, skillTarget);
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if (battleCardBase == null)
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{
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list.Add(skillTarget);
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if (list2 == null)
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{
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list2 = new List<int>();
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}
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list2.Add(skillTarget.Index);
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}
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else
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{
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list.Add(battleCardBase);
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}
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}
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}
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return new Tuple<List<BattleCardBase>, List<int>>(list, list2);
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}
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public static BattlePlayerPair Evolve(BattlePlayerPair sourcePair, IBattleCardUniqueID evolutionCardId, List<BattleCardBase> skillTargets, Action<BattlePlayerPair> OnVirtualPairCloned = null)
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{
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BattleManagerBase.IsForecast = true;
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bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
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BattleManagerBase.GetIns().IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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OnVirtualPairCloned?.Call(battlePlayerPair);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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BattleCardBase[] first = Evolve_GetTargetsAndChoice(battlePlayerPair, skillTargets).first;
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BattleCardBase card = battlePlayerPair.Self.ClassAndInPlayCardList.FindFromCardId(evolutionCardId);
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new ActionProcessor(battlePlayerPair).Evolution(card, first);
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BattleManagerBase.GetIns().IsRecovery = isRecovery;
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BattleManagerBase.IsForecast = false;
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return battlePlayerPair;
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}
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public static Tuple<BattleCardBase[], List<int>> Evolve_GetTargetsAndChoice(BattlePlayerPair virtualPair, List<BattleCardBase> skillTargets)
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{
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List<BattleCardBase> list = new List<BattleCardBase>();
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List<int> list2 = null;
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if (skillTargets != null)
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{
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for (int i = 0; i < skillTargets.Count; i++)
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{
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BattleCardBase battleCardBase = FindSkillTargetCard(virtualPair, skillTargets[i]);
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if (battleCardBase == null)
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{
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list.Add(skillTargets[i]);
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if (list2 == null)
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{
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list2 = new List<int>();
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}
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list2.Add(skillTargets[i].Index);
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}
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else
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{
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list.Add(battleCardBase);
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}
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}
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}
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return new Tuple<BattleCardBase[], List<int>>(list.ToArray(), list2);
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}
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private static BattleCardBase FindSkillTargetCard(BattlePlayerPair pair, IBattleCardUniqueID skillTargetCardId)
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{
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BattleCardBase battleCardBase = pair.Self.ClassAndInPlayCardList.FindFromCardId(skillTargetCardId);
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if (battleCardBase != null)
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{
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return battleCardBase;
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}
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BattleCardBase battleCardBase2 = pair.Self.HandCardList.FindFromCardId(skillTargetCardId);
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if (battleCardBase2 != null)
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{
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return battleCardBase2;
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}
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BattleCardBase battleCardBase3 = pair.Opponent.ClassAndInPlayCardList.FindFromCardId(skillTargetCardId);
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if (battleCardBase3 != null)
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{
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return battleCardBase3;
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}
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BattleCardBase battleCardBase4 = pair.Opponent.HandCardList.FindFromCardId(skillTargetCardId);
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if (battleCardBase4 != null)
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{
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return battleCardBase4;
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}
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return null;
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}
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public static BattlePlayerPair TurnEnd(BattlePlayerPair sourcePair)
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{
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BattleManagerBase.IsForecast = true;
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bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
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BattleManagerBase.GetIns().IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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battlePlayerPair.Self.GetTurnEndSkillProcess().Process(battlePlayerPair);
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BattleManagerBase.GetIns().IsRecovery = isRecovery;
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BattleManagerBase.IsForecast = false;
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return battlePlayerPair;
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}
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public static BattlePlayerPair TurnStart(BattlePlayerPair sourcePair)
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{
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BattleManagerBase.IsForecast = true;
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bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
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BattleManagerBase.GetIns().IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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battlePlayerPair.Self.IsSelfTurn = true;
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battlePlayerPair.Opponent.IsSelfTurn = false;
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SkillProcessor skillProcessor = new SkillProcessor();
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foreach (BattleCardBase inPlayCard in battlePlayerPair.Self.InPlayCards)
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{
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inPlayCard.TurnStart(skillProcessor);
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}
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foreach (BattleCardBase inPlayCard2 in battlePlayerPair.Opponent.InPlayCards)
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{
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inPlayCard2.OpponentTurnStart(skillProcessor);
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}
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skillProcessor.Process(battlePlayerPair);
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BattleManagerBase.GetIns().IsRecovery = isRecovery;
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BattleManagerBase.IsForecast = false;
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return battlePlayerPair;
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}
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}
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