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

32 lines
921 B
C#

using System.Collections.Generic;
namespace Wizard;
public class AIWhenPlayDamageClip : AIWhenPlayBarrierBase
{
private AIPolishConvertedExpression _clipAmount;
private const int CLIP_AMOUNT_OFFSET = 1;
protected override int _defaultDamageTypeOffset => 3;
protected override int _stopTimingOffset => 2;
public AIWhenPlayDamageClip(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
_clipAmount = _exprList[_exprList.Count - 1];
}
protected override void GiveBarrierToAllTargets(List<AIVirtualCard> targets, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
int clipAmount = (int)_clipAmount.EvalArg(tagOwner, playPtn, field, situation);
AIBarrierSimulationUtility.AddDamageClipToAll(targets, tagOwner, field, _damageType, _stopTiming, clipAmount);
}
}