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.
118 lines
3.9 KiB
C#
118 lines
3.9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class AIWhenPlayHeal : AIWhenPlayTagArgument
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{
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private readonly int HEAL_ARG_OFFSET = 1;
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public AIPolishConvertedExpression Heal { get; private set; }
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protected override int SELECT_TYPE_OFFSET => 2;
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public AIWhenPlayHeal(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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Heal = _exprList[_exprList.Count - HEAL_ARG_OFFSET];
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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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List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation);
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if (targetsFromField == null || targetsFromField.Count <= 0)
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{
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return;
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}
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int heal = (int)Heal.EvalArg(tagOwner, playPtn, field, situation);
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switch (base.SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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AISkillSimulationUtility.HealAll(targetsFromField, field, heal, playPtn, situation);
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break;
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case AIScriptTokenArgType.TARGET_SELECT:
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case AIScriptTokenArgType.SECOND_TARGET_SELECT:
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if (situation == null || !situation.IsTargetExists(base.SelectType))
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{
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AISkillSimulationUtility.HealTargetPrediction(situation, targetsFromField, tagOwner, field, playPtn, base.SelectType, heal);
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}
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else
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{
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AISkillSimulationUtility.HealTarget(situation, field, base.SelectType, heal);
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}
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break;
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case AIScriptTokenArgType.RANDOM_SELECT:
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case AIScriptTokenArgType.RANDOM_MULTI_SELECT:
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break;
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}
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}
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public bool IsDelayHeal(AIVirtualCard tagOwner, AIVirtualField field, AISituationInfo situation)
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{
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List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, field.BestPlayPtn, situation);
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if (targetsFromField != null && targetsFromField.Count > 0)
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{
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int num = (int)Heal.EvalArg(tagOwner, field.BestPlayPtn, field, situation);
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if (base.SelectType == AIScriptTokenArgType.TARGET_SELECT)
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{
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float num2 = float.MinValue;
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AIVirtualCard aIVirtualCard = null;
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float num3 = float.MinValue;
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AIVirtualCard aIVirtualCard2 = null;
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for (int i = 0; i < targetsFromField.Count; i++)
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{
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AIVirtualCard aIVirtualCard3 = targetsFromField[i];
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if (!aIVirtualCard3.IsDead)
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{
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float num4 = (float)Mathf.Min(num, aIVirtualCard3.MaxLife - aIVirtualCard3.Life) * (aIVirtualCard3.IsAlly ? 1f : (-1f));
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if (num2 < num4)
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{
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num2 = num4;
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aIVirtualCard = aIVirtualCard3;
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}
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float num5 = AIHealSimulationUtility.CalcEvalHealAfterAttack(aIVirtualCard3, num);
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if (num3 < num5)
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{
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num3 = num5;
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aIVirtualCard2 = aIVirtualCard3;
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}
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}
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}
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num2 = ((aIVirtualCard == null) ? 0f : num2);
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num3 = ((aIVirtualCard2 == null) ? 0f : num3);
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return num3 > num2;
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}
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}
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return false;
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}
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public override void TargetLifePrediction(AIVirtualCard target, AIVirtualCard owner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, LifeRecord targetLifeRecord)
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{
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}
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public override void MultipleTargetLifePrediction(List<AIVirtualCard> targetList, AIVirtualCard owner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, List<LifeRecord> lifeList)
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{
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}
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protected override void CreateLegalSelectTypes()
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{
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base.LegalSelectTypes = new AIScriptTokenArgType[4]
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{
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AIScriptTokenArgType.ALL_SELECT,
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AIScriptTokenArgType.RANDOM_SELECT,
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AIScriptTokenArgType.TARGET_SELECT,
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AIScriptTokenArgType.SECOND_TARGET_SELECT
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};
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}
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public 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.Filters, playPtn, situation, isAttackEffective: false, isBlockDead);
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}
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}
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