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

121 lines
3.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Wizard;
public class AIWhenPlaySetMaxStatus : AIWhenPlayTagArgument
{
private readonly int LIFE_ARG_OFFSET = 1;
private readonly int ATTACK_ARG_OFFSET = 2;
public AIPolishConvertedExpression Attack { get; private set; }
public AIPolishConvertedExpression Life { get; private set; }
protected override int SELECT_TYPE_OFFSET => 3;
public AIWhenPlaySetMaxStatus(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
Attack = _exprList[_exprList.Count - ATTACK_ARG_OFFSET];
Life = _exprList[_exprList.Count - LIFE_ARG_OFFSET];
}
public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
{
List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation);
if (targetsFromField == null || targetsFromField.Count <= 0)
{
return;
}
int attackValue = GetAttackValue(tagOwner, playPtn, field, situation);
int lifeValue = GetLifeValue(tagOwner, playPtn, field, situation);
switch (base.SelectType)
{
case AIScriptTokenArgType.ALL_SELECT:
AISetStatusSimulationUtility.SetMaxStatusToAll(targetsFromField, attackValue, lifeValue, situation);
break;
case AIScriptTokenArgType.TARGET_SELECT:
case AIScriptTokenArgType.SECOND_TARGET_SELECT:
if (!situation.IsTargetExists(base.SelectType))
{
SetMaxStatusToPredictedTarget(targetsFromField, attackValue, lifeValue, situation);
}
else
{
AISetStatusSimulationUtility.SetMaxStatusToTarget(situation, attackValue, lifeValue, base.SelectType);
}
break;
case AIScriptTokenArgType.RANDOM_MULTI_SELECT:
break;
}
}
private int GetAttackValue(AIVirtualCard tagOwner, List<int> playPtn, AIVirtualField field, AISituationInfo situation)
{
if (Attack.IsCertainArgumentTypeExpress(AIScriptTokenArgType.NONE))
{
return -1;
}
return (int)Attack.EvalArg(tagOwner, playPtn, field, situation);
}
private int GetLifeValue(AIVirtualCard tagOwner, List<int> playPtn, AIVirtualField field, AISituationInfo situation)
{
if (Life.IsCertainArgumentTypeExpress(AIScriptTokenArgType.NONE))
{
return -1;
}
return (int)Life.EvalArg(tagOwner, playPtn, field, situation);
}
protected override void CreateLegalSelectTypes()
{
base.LegalSelectTypes = new AIScriptTokenArgType[3]
{
AIScriptTokenArgType.ALL_SELECT,
AIScriptTokenArgType.TARGET_SELECT,
AIScriptTokenArgType.SECOND_TARGET_SELECT
};
}
public override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
bool isAttackEffective = !Attack.IsZeroOrNone();
return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective, isBlockDead);
}
protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
{
return field.CardListSet.AllReferableCards;
}
private void SetMaxStatusToPredictedTarget(List<AIVirtualCard> candidates, int attack, int life, AISituationInfo situation)
{
int num = int.MinValue;
int num2 = int.MinValue;
AIVirtualCard target = null;
for (int i = 0; i < candidates.Count; i++)
{
AIVirtualCard aIVirtualCard = candidates[i];
int num3 = attack - aIVirtualCard.Attack;
int num4 = Mathf.Min(aIVirtualCard.Life, life) - aIVirtualCard.Life;
int num5 = num3 + num4;
if (num5 > num || (num5 == num && num3 > num2))
{
num = num5;
num2 = num3;
target = aIVirtualCard;
}
}
situation.SetSingleTargetInInfo(target, TargetSelectType.Default, base.SelectType);
AISetStatusSimulationUtility.SetMaxStatusToTarget(situation, attack, life, base.SelectType);
}
}