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

78 lines
2.6 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIEvoDiscard : AIEvoTagArgument
{
private AIPolishConvertedExpression _discardCountArg;
private const int DISCARD_COUNT_ARG_OFFSET = 1;
protected override int SELECT_TYPE_OFFSET => 2;
public override TargetSelectType SimulationTargetSelectType => TargetSelectType.NormalRuleBase;
public AIEvoDiscard(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
_discardCountArg = _exprList[_exprList.Count - 1];
}
public int GetDiscardCount(AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
{
if (_discardCountArg == null)
{
return 0;
}
return (int)_discardCountArg.EvalArg(tagOwner, playPtn, tagOwner.SelfField, situation);
}
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)
{
int discardCount = GetDiscardCount(tagOwner, playPtn, situation);
switch (base.SelectType)
{
case AIScriptTokenArgType.TARGET_SELECT:
AISkillSimulationUtility.ExecuteTargetSelectDiscard(targetsFromField, discardCount, base.SelectType, tagOwner, field, playPtn, situation);
break;
case AIScriptTokenArgType.ALL_SELECT:
AISkillSimulationUtility.DiscardAll(tagOwner, targetsFromField, field, situation);
break;
case AIScriptTokenArgType.RANDOM_SELECT:
AISkillSimulationUtility.DiscardRandom(tagOwner, field, targetsFromField, discardCount, situation);
break;
}
}
}
public override bool IsTargetGoingToDie(AIVirtualCard owner, AIVirtualCard candidate, AISituationInfo situation)
{
return false;
}
public override void RegisterRuleBaseTargets(List<AIVirtualCard> candidates, AIVirtualCard actor, AIVirtualField field, AIVirtualTargetSelectAction situation, ref List<AIVirtualCard> targetList)
{
base.RegisterRuleBaseTargets(candidates, actor, field, situation, ref targetList);
List<int> emptyPlayPtn = EnemyAI.EmptyPlayPtn;
int discardCount = GetDiscardCount(actor, emptyPlayPtn, situation);
List<AIVirtualCard> list = AIDiscardUtility.SelectBestDiscardTarget(actor, field, candidates, discardCount, emptyPlayPtn, situation);
if (list != null && list.Count > 0)
{
targetList = AIParamQuery.AddRangeToList(list, targetList);
}
}
protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
{
return field.GetSimulationHandCards();
}
}