Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIVirtualCemetery.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
2026-06-05 16:57:20 -04:00

92 lines
1.9 KiB
C#

namespace Wizard;
public class AIVirtualCemetery
{
private class CemeteryInfo
{
public int OriginalCemetery { get; private set; }
public int CurrentCemetery { get; private set; }
public CemeteryInfo(int cemetery)
{
OriginalCemetery = cemetery;
CurrentCemetery = OriginalCemetery;
}
public void Reset()
{
CurrentCemetery = OriginalCemetery;
}
public void ResetNecromance(int count)
{
CurrentCemetery += count;
}
public void Necromance(int necromance, bool isPseudo)
{
if (necromance <= CurrentCemetery)
{
CurrentCemetery -= necromance;
if (!isPseudo)
{
OriginalCemetery = CurrentCemetery;
}
}
}
public void Add(int cemetery)
{
CurrentCemetery += cemetery;
}
public void RollBackCemetery(int cemetery)
{
CurrentCemetery = cemetery;
}
}
private CemeteryInfo _allyCemetery;
private CemeteryInfo _enemyCemetery;
public AIVirtualCemetery(int allyCemetery, int enemyCemetery)
{
_allyCemetery = new CemeteryInfo(allyCemetery);
_enemyCemetery = new CemeteryInfo(enemyCemetery);
}
public void ResetAllCemetery()
{
_allyCemetery.Reset();
_enemyCemetery.Reset();
}
public void ResetNecromance(bool isAlly, int count)
{
(isAlly ? _allyCemetery : _enemyCemetery).ResetNecromance(count);
}
public int GetCemeteryCount(bool isAlly)
{
return (isAlly ? _allyCemetery : _enemyCemetery).CurrentCemetery;
}
public void ExecuteNecromance(int count, bool isAlly, bool isPseudo)
{
(isAlly ? _allyCemetery : _enemyCemetery).Necromance(count, isPseudo);
}
public void AddCemetery(int count, bool isAlly)
{
(isAlly ? _allyCemetery : _enemyCemetery).Add(count);
}
public void RollBackFromOneRecord(AIVirtualFieldRollBackRecord.CemeteryRecord record)
{
_allyCemetery.RollBackCemetery(record.AllyCemetery);
_enemyCemetery.RollBackCemetery(record.EnemyCemetery);
}
}