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.
38 lines
1.3 KiB
C#
38 lines
1.3 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIEvoEvo : AIEvoTagArgument
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{
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public AIEvoEvo(string text)
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: base(text)
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{
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}
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public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
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{
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List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation);
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if (targetsFromField != null && targetsFromField.Count > 0 && targetsFromField != null && targetsFromField.Count > 0)
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{
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AIAutoEvolutionSimulationUtility.AutoEvolution(field, targetsFromField, playPtn, situation, base.SelectType);
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}
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}
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public override bool IsTargetGoingToDie(AIVirtualCard owner, AIVirtualCard candidate, AISituationInfo situation)
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{
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return false;
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}
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protected override List<AIVirtualCard> GetBaseFilteringCards(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, bool isBlockDead)
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{
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List<AIVirtualCard> list = AIFilteringUtility.FilteringForFollowerOnly(candidates, tagOwner, base.Filters, playPtn, situation, isBlockDead);
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list?.RemoveAll((AIVirtualCard c) => c.IsEvolution);
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return list;
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}
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protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
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{
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return field.CardListSet.BothInplayCards;
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}
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}
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