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

47 lines
1.5 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AISummonHeal : AIFiltersArgument
{
private const int SELECT_TYPE_OFFSET = 2;
private const int HEAL_ARG_OFFSET = 1;
public AIScriptTokenArgType SelectType { get; private set; }
public AIPolishConvertedExpression Heal { get; private set; }
protected override int NON_FILTER_FIRST_OFFSET => 2;
public AISummonHeal(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
SelectType = AIPlayTagInitializingUtility.CreateSingleArgType(_exprList[_exprList.Count - 2]);
Heal = _exprList[_exprList.Count - 1];
}
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 heal = (int)Heal.EvalArg(tagOwner, playPtn, field);
if (SelectType == AIScriptTokenArgType.ALL_SELECT)
{
AISkillSimulationUtility.HealAll(targetsFromField, field, heal, playPtn, situation);
}
}
}
public override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective: false, isBlockDead);
}
}