feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
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73
SVSim.BattleEngine/Engine/Wizard/AIEvalReanimateUtility.cs
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73
SVSim.BattleEngine/Engine/Wizard/AIEvalReanimateUtility.cs
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using System.Collections.Generic;
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namespace Wizard;
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public static class AIEvalReanimateUtility
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{
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private const int SIDE_INDEX = 0;
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private const int REANIMATE_COST_INDEX = 1;
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public static float EvalReanimate(AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, List<AIScriptTokenBase> argList)
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{
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if (argList.Count < 2)
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{
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AIConsoleUtility.LogError("EVAL_REANIMATE error!!! argList count = " + argList.Count);
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return 0f;
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}
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argList.Reverse();
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if (!TryGetIsSummonToAllySide(argList[0], out var isSummonToAllySide))
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{
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return 0f;
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}
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int reanimateCost = (int)argList[1].Value;
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argList.RemoveRange(0, 2);
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return EvalReanimate(tagOwner, isSummonToAllySide, reanimateCost, argList, playPtn, situation);
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}
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private static float EvalReanimate(AIVirtualCard tagOwner, bool isSummonAllyField, int reanimateCost, List<AIScriptTokenBase> filters, List<int> playPtn, AISituationInfo situation)
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{
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float num = 0f;
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AIVirtualField selfField = tagOwner.SelfField;
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List<AIVirtualCard> list = (((tagOwner.IsAlly && isSummonAllyField) || (!tagOwner.IsAlly && !isSummonAllyField)) ? selfField.CardListSet.AllyDestroyedCards : selfField.CardListSet.EnemyDestroyedCards);
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if (list == null || list.Count <= 0)
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{
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return 0f;
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}
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list = AIReanimateSimulationUtility.FilteringReanimateTargets(list, reanimateCost, tagOwner, filters, playPtn, situation);
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if (list != null && list.Count > 0)
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{
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for (int i = 0; i < list.Count; i++)
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{
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AIVirtualCard target = list[i];
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num += EvalReanimateTargetValue(target, selfField, playPtn, situation);
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}
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num /= (float)list.Count;
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}
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return num * (isSummonAllyField ? 1f : (-1f));
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}
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public static float EvalReanimateTargetValue(AIVirtualCard target, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
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{
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return ((float)(target.DefaultAttack * target.DefaultMaxAttackableCount) + (float)target.DefaultLife + field.StyleQuery.GetUnitBonus(field, target, playPtn)) * field.StyleQuery.GetUnitRate(field, target, playPtn) * target.EvaluateAllBattleBonusRate(playPtn, useOthersTag: true, useIgnoreInBattle: false, situation) + target.GetFieldBonus(playPtn) + target.GetReanimateBonus(playPtn);
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}
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private static bool TryGetIsSummonToAllySide(AIScriptTokenBase sideToken, out bool isSummonToAllySide)
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{
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if (sideToken is AIScriptArgumentToken { ArgumentType: var argumentType })
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{
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switch (argumentType)
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{
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case AIScriptTokenArgType.ALLY:
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isSummonToAllySide = true;
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return true;
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case AIScriptTokenArgType.OPPONENT:
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isSummonToAllySide = false;
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return true;
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}
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}
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AIConsoleUtility.LogError("EVAL_REANIMATE error!!! Argument[0] is not ALLY or ENEMY");
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isSummonToAllySide = true;
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return false;
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}
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}
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