Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIAccelerate.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

33 lines
844 B
C#

namespace Wizard;
public class AIAccelerate : AIScriptArgumentExpressions
{
public AIAccelerate(string text)
: base(text)
{
}
public void RegisterSelfToOwner(AIVirtualCard owner, AIVirtualField field, AIConditionExpressions cond)
{
int num = 0;
while (num < _exprList.Count)
{
AIAccelerateInformation aIAccelerateInformation = new AIAccelerateInformation();
aIAccelerateInformation.Cost = (int)EvalArg(num, owner, EnemyAI.EmptyPlayPtn, field, null);
num++;
if (num < _exprList.Count)
{
aIAccelerateInformation.CardId = EvalID(num);
if (!cond.IsEmpty)
{
aIAccelerateInformation.SetCondition(cond);
}
owner.AccelerateCostList = AIParamQuery.AddElementToList(aIAccelerateInformation, owner.AccelerateCostList);
num++;
continue;
}
break;
}
}
}