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

68 lines
2.3 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIWhenPlayKeywordSkill : AIWhenPlayTagArgument
{
private readonly AIScriptTokenArgType _skillType;
protected override bool _isSelectCountImplemented => true;
public AIWhenPlayKeywordSkill(string text, AIScriptTokenArgType skill)
: base(text)
{
_skillType = skill;
}
protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
{
return field.CardListSet.AllReferableCards;
}
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)
{
switch (base.SelectType)
{
case AIScriptTokenArgType.ALL_SELECT:
AISkillSimulationUtility.GiveSkillToAll(targetsFromField, field, _skillType);
break;
case AIScriptTokenArgType.RANDOM_SELECT:
{
int selectCount = GetSelectCount(tagOwner, field, playPtn, situation);
AISkillSimulationUtility.GiveSkillRandom(targetsFromField, selectCount, field, _skillType);
break;
}
case AIScriptTokenArgType.TARGET_SELECT:
case AIScriptTokenArgType.SECOND_TARGET_SELECT:
AISkillSimulationUtility.ExecuteTargetSelectGiveSkill(targetsFromField, tagOwner, field, playPtn, situation, _skillType, base.SelectType, GetSelectCount(tagOwner, field, playPtn, situation));
break;
case AIScriptTokenArgType.RANDOM_MULTI_SELECT:
break;
}
}
}
protected override void CreateLegalSelectTypes()
{
base.LegalSelectTypes = new AIScriptTokenArgType[4]
{
AIScriptTokenArgType.ALL_SELECT,
AIScriptTokenArgType.RANDOM_SELECT,
AIScriptTokenArgType.TARGET_SELECT,
AIScriptTokenArgType.SECOND_TARGET_SELECT
};
}
public override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
if (AISkillSimulationUtility.IsFollowerOnlySkillType(_skillType))
{
return AIFilteringUtility.FilteringForFollowerOnly(candidates, tagOwner, base.Filters, playPtn, situation, isBlockDead);
}
return base.GetFilteredTargets(candidates, tagOwner, playPtn, situation, isBlockDead);
}
}