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

105 lines
3.8 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIWhenPlayHandBuff : AIWhenPlayTagArgument
{
private AIPolishConvertedExpression _attackBuff;
private AIPolishConvertedExpression _lifeBuff;
private const int ATK_BUFF_ARG_OFFSET = 2;
private const int LIFE_BUFF_ARG_OFFSET = 1;
protected override int SELECT_TYPE_OFFSET => 3;
public AIWhenPlayHandBuff(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
_attackBuff = _exprList[_exprList.Count - 2];
_lifeBuff = _exprList[_exprList.Count - 1];
}
protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
{
return field.GetSimulationHandCards();
}
protected override void CreateLegalSelectTypes()
{
base.LegalSelectTypes = new AIScriptTokenArgType[3]
{
AIScriptTokenArgType.ALL_SELECT,
AIScriptTokenArgType.RANDOM_SELECT,
AIScriptTokenArgType.TARGET_SELECT
};
}
public override TargetSelectType GetTargetSelectType()
{
return TargetSelectType.NormalRuleBase;
}
public override List<AIVirtualCard> GetTargetsFromField(AIVirtualCard owner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
List<AIVirtualCard> candidateRange = GetCandidateRange(field);
return GetFilteredTargets(candidateRange, owner, playPtn, situation, isBlockDead);
}
public override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
List<AIVirtualCard> filteredTargets = base.GetFilteredTargets(candidates, tagOwner, playPtn, situation, isBlockDead);
filteredTargets?.RemoveAll((AIVirtualCard c) => !c.IsInHand || c.IsSameCard(tagOwner) || !c.IsUnit);
return filteredTargets;
}
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)
{
AIBuffExecutingInfo_old buffExecutingInfo_old = AIBuffSimulationUtility.GetBuffExecutingInfo_old(tagOwner, field, situation, playPtn, _attackBuff, _lifeBuff);
switch (base.SelectType)
{
case AIScriptTokenArgType.ALL_SELECT:
AIHandBuffSimulationUtility.ExecuteHandBuffAll(targetsFromField, buffExecutingInfo_old, situation);
break;
case AIScriptTokenArgType.RANDOM_SELECT:
AIHandBuffSimulationUtility.ExecuteHandBuffRandom(targetsFromField, buffExecutingInfo_old, playPtn, situation);
break;
case AIScriptTokenArgType.TARGET_SELECT:
ExecuteTargetSelectHandBuff(targetsFromField, buffExecutingInfo_old, situation);
break;
}
}
}
public override void RegisterRuleBaseTargets(List<AIVirtualCard> candidates, AIVirtualCard actor, AIVirtualField field, AIVirtualTargetSelectAction situation, ref List<AIVirtualCard> targetList)
{
base.RegisterRuleBaseTargets(candidates, actor, field, situation, ref targetList);
AIVirtualCard aIVirtualCard = AIHandBuffSimulationUtility.SelectHandBuffTarget(candidates, AISelectTargetPattern.Best, EnemyAI.EmptyPlayPtn, situation);
if (aIVirtualCard != null)
{
targetList = AIParamQuery.AddElementToList(aIVirtualCard, targetList);
}
}
private void ExecuteTargetSelectHandBuff(List<AIVirtualCard> candidates, AIBuffExecutingInfo_old buffInfo, AISituationInfo situation)
{
if (situation != null && situation.IsTargetExists(base.SelectType))
{
AIHandBuffSimulationUtility.ExecuteHandBuffTargetSelect(buffInfo, base.SelectType, situation);
}
else
{
AIHandBuffSimulationUtility.ExecuteHandBuffBestTarget(candidates, buffInfo, situation);
}
}
}