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.
55 lines
1.9 KiB
C#
55 lines
1.9 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AITurnEndHeal : AIFiltersAndSelectTypeArgument, IAITurnEndArgument
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{
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private readonly int HEAL_AMOUNT_OFFSET = 2;
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private readonly int IS_ALLY_TURN_OFFSET = 1;
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public AIPolishConvertedExpression Heal { get; private set; }
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public bool IsAllyTurn { get; private set; }
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protected override int SELECT_TYPE_OFFSET => 3;
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public AITurnEndHeal(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.InitExpressions(text);
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IsAllyTurn = TurnEndTagCollection.IsAllyTurn(_exprList, GetType(), _exprList.Count - IS_ALLY_TURN_OFFSET);
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int count = _exprList.Count;
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Heal = _exprList[count - HEAL_AMOUNT_OFFSET];
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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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base.Execute(tagOwner, field, playPtn, situation);
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List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation);
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if (targetsFromField != null && targetsFromField.Count > 0)
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{
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int heal = (int)Heal.EvalArg(tagOwner, playPtn, field, situation);
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AIScriptTokenArgType selectType = base.SelectType;
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if (selectType != AIScriptTokenArgType.RANDOM_SELECT && selectType == AIScriptTokenArgType.ALL_SELECT)
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{
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AISkillSimulationUtility.HealAll(targetsFromField, field, heal, playPtn, situation);
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}
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}
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}
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public float CalculateThreaten(AIVirtualCard tagOwner, ref Tuple<int, int>[] allInplayStatusList)
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{
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return 0f;
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}
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public override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective: false, isBlockDead);
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}
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}
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