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

38 lines
1003 B
C#

using System.Collections.Generic;
namespace Wizard;
public class AIChangeInplayImmediateIndestructible : AIWhenChangeInplayTagArgument
{
public AIChangeInplayImmediateIndestructible(string text)
: base(text, isImmediate: true)
{
}
protected override void CreateLegalSelectTypes()
{
base.LegalSelectTypes = new AIScriptTokenArgType[1] { AIScriptTokenArgType.ALL_SELECT };
}
protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
{
return field.CardListSet.BothInplayCards;
}
protected override void ChangeInplayTagStartProcess(List<AIVirtualCard> targets, AIVirtualField field, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
{
if (base.SelectType == AIScriptTokenArgType.ALL_SELECT)
{
GiveIndestructibleToAll(targets);
}
}
private void GiveIndestructibleToAll(List<AIVirtualCard> targets)
{
for (int i = 0; i < targets.Count; i++)
{
targets[i].IsIndestructible = true;
}
}
}