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

32 lines
1.4 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIChangeInplayImmediateLifeLowerLimit : AIChangeInplayImmediateBarrierBase
{
protected override int _stopTimingOffset => 1;
protected override int _defaultDamageTypeOffset => 2;
public AIChangeInplayImmediateLifeLowerLimit(string text)
: base(text)
{
}
protected override void GiveBarrierToAllTargets(List<AIVirtualCard> targets, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
AIBarrierSimulationUtility.AddLifeLowerLimitToAll(targets, tagOwner, field, _damageType, _stopTiming);
}
protected override void DepriveBarrierFromAllTargets(List<AIVirtualCard> targets, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
AIDamageType damageTypeFromArgType = AIBarrierSimulationUtility.GetDamageTypeFromArgType(_damageType);
AIBarrierStopTiming barrierStopTimingFromArgType = AIBarrierSimulationUtility.GetBarrierStopTimingFromArgType(_stopTiming, tagOwner);
ulong depriveShieldHash = AIBarrierSimulationUtility.CalculateBarrierInfoBaseHash(damageTypeFromArgType, AIBarrierType.DamageClippingLifeLowerLimit, barrierStopTimingFromArgType);
for (int i = 0; i < targets.Count; i++)
{
targets[i].BarrierInfoCollection.DepriveCertainBarrier(depriveShieldHash, barrierStopTimingFromArgType);
}
}
}