Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIDamagedDamage.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
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.
2026-06-05 17:22:20 -04:00

100 lines
3.1 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIDamagedDamage : AIFiltersAndSelectTypeArgument
{
private AIPolishConvertedExpression _damageValue;
private AIPolishConvertedExpression _damageCount;
private const int DAMAGE_VALUE_OFFSET = 2;
private const int DAMAGE_COUNT_OFFSET = 1;
protected override int SELECT_TYPE_OFFSET => 3;
public AIDamagedDamage(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
_damageValue = _exprList[_exprList.Count - 2];
_damageCount = _exprList[_exprList.Count - 1];
}
protected override void CreateLegalSelectTypes()
{
base.LegalSelectTypes = new AIScriptTokenArgType[2]
{
AIScriptTokenArgType.ALL_SELECT,
AIScriptTokenArgType.RANDOM_SELECT
};
}
public override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective: false, isBlockDead);
}
public override List<AIVirtualCard> GetTargetsFromField(AIVirtualCard owner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
List<AIVirtualCard> candidateRange = GetCandidateRange(field);
return GetFilteredTargets(candidateRange, owner, playPtn, situation, isBlockDead);
}
public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
{
base.Execute(tagOwner, field, playPtn, situation);
List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation);
if (targetsFromField == null || targetsFromField.Count <= 0)
{
return;
}
int damage = GetDamage(tagOwner, field, playPtn, situation);
int count = GetCount(tagOwner, field, playPtn, situation);
switch (base.SelectType)
{
case AIScriptTokenArgType.ALL_SELECT:
{
for (int j = 0; j < count; j++)
{
AIDamageSimulationUtility.DamageAll(targetsFromField, tagOwner, field, damage, situation);
}
break;
}
case AIScriptTokenArgType.RANDOM_SELECT:
{
for (int i = 0; i < count; i++)
{
AIDamageSimulationUtility.DamageRandom(targetsFromField, tagOwner, field, damage, situation);
}
break;
}
}
}
private int GetDamage(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
if (_damageValue == null)
{
AIConsoleUtility.LogError("AIDamagedDamage error!! _damageValue is null");
return 0;
}
return (int)_damageValue.EvalArg(tagOwner, playPtn, field, situation);
}
private int GetCount(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
if (_damageCount == null)
{
AIConsoleUtility.LogError("AIDamagedDamage error!! _damageCount is null");
return 0;
}
return (int)_damageCount.EvalArg(tagOwner, playPtn, field, situation);
}
}