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.
78 lines
1.9 KiB
C#
78 lines
1.9 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AITurnEndDraw : AIScriptArgumentExpressions, IAITurnEndArgument
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{
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private AIScriptTokenArgType _drawSide;
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private AIPolishConvertedExpression _drawCount;
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private const int DRAW_SIDE_INDEX = 0;
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private const int DRAW_COUNT_INDEX = 1;
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private const int IS_ALLY_TURN_INDEX = 2;
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private readonly AIScriptTokenArgType[] _legalDrawSideArgs = new AIScriptTokenArgType[3]
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{
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AIScriptTokenArgType.ALLY,
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AIScriptTokenArgType.OPPONENT,
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AIScriptTokenArgType.BOTH
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};
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public bool IsAllyTurn { get; private set; }
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public AITurnEndDraw(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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_drawSide = AIPlayTagInitializingUtility.CreateSingleArgType(_exprList[0], _legalDrawSideArgs);
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_drawCount = _exprList[1];
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IsAllyTurn = TurnEndTagCollection.IsAllyTurn(_exprList, GetType(), 2);
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}
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public float CalculateThreaten(AIVirtualCard tagOwner, ref Tuple<int, int>[] allInplayStatusList)
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{
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return 0f;
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}
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public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
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{
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base.Execute(tagOwner, field, playPtn, situation);
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int num = (int)_drawCount.EvalArg(tagOwner, playPtn, field, situation);
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if (num > 0)
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{
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bool flag = false;
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bool flag2 = false;
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switch (_drawSide)
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{
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case AIScriptTokenArgType.ALLY:
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flag = tagOwner.IsAlly;
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flag2 = !tagOwner.IsAlly;
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break;
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case AIScriptTokenArgType.OPPONENT:
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flag2 = tagOwner.IsAlly;
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flag = !tagOwner.IsAlly;
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break;
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case AIScriptTokenArgType.BOTH:
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flag = true;
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flag2 = true;
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break;
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}
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if (flag)
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{
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field.DrawCard(isAlly: true, num, playPtn, situation);
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}
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if (flag2)
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{
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field.DrawCard(isAlly: false, num, playPtn, situation);
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}
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}
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}
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}
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