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.
This commit is contained in:
143
SVSim.BattleEngine/Engine/Wizard/AIHandBuffSimulationUtility.cs
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143
SVSim.BattleEngine/Engine/Wizard/AIHandBuffSimulationUtility.cs
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using System.Collections.Generic;
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namespace Wizard;
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public static class AIHandBuffSimulationUtility
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{
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public static void ExecuteHandBuffAll(List<AIVirtualCard> candidates, AIBuffExecutingInfo_old buffInfo, AISituationInfo situation)
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{
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if (candidates == null || candidates.Count <= 0)
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{
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return;
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}
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List<AIVirtualCard> list = new List<AIVirtualCard>();
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for (int i = 0; i < candidates.Count; i++)
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{
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AIVirtualCard aIVirtualCard = candidates[i];
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if (aIVirtualCard.IsInHand && aIVirtualCard.IsUnit)
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{
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aIVirtualCard.GiveBuff(situation, buffInfo, isTemp: false);
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list.Add(aIVirtualCard);
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}
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}
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if (list.Count > 0)
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{
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situation.RegisterLatestTargetList(list);
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}
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}
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public static void ExecuteHandBuffRandom(List<AIVirtualCard> candidates, AIBuffExecutingInfo_old buffInfo, List<int> playPtn, AISituationInfo situation)
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{
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if (candidates != null && candidates.Count > 0)
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{
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AIVirtualCard aIVirtualCard = SelectHandBuffTarget(candidates, AISelectTargetPattern.Worst, playPtn, situation);
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if (aIVirtualCard != null)
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{
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aIVirtualCard.GiveBuff(situation, buffInfo, isTemp: false);
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situation.RegisterSingleLatestTarget(aIVirtualCard);
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}
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}
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}
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public static void ExecuteHandBuffTargetSelect(AIBuffExecutingInfo_old buffInfo, AIScriptTokenArgType whichTarget, AISituationInfo situation)
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{
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AISelectedTargetInfo situationTarget = situation.GetSituationTarget(whichTarget);
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if (situationTarget != null && situationTarget.HasTarget)
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{
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ExecuteHandBuffAll(situationTarget.Targets, buffInfo, situation);
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}
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}
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public static void ExecuteHandBuffBestTarget(List<AIVirtualCard> candidates, AIBuffExecutingInfo_old buffInfo, AISituationInfo situation)
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{
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AIVirtualCard aIVirtualCard = SelectHandBuffTarget(candidates, AISelectTargetPattern.Best, EnemyAI.EmptyPlayPtn, situation);
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if (aIVirtualCard != null)
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{
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aIVirtualCard.GiveBuff(situation, buffInfo, isTemp: false);
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situation.RegisterSingleLatestTarget(aIVirtualCard);
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}
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}
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public static AIVirtualCard SelectHandBuffTarget(List<AIVirtualCard> candidates, AISelectTargetPattern worstOrBest, List<int> playPtn, AISituationInfo situation)
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{
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if (candidates == null || candidates.Count <= 0)
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{
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return null;
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}
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float num = 0f;
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AIVirtualCard aIVirtualCard = null;
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for (int i = 0; i < candidates.Count; i++)
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{
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AIVirtualCard aIVirtualCard2 = candidates[i];
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float handBonus = aIVirtualCard2.GetHandBonus(playPtn, situation, isIgnoreInFusion: false);
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if (aIVirtualCard == null)
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{
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aIVirtualCard = aIVirtualCard2;
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num = handBonus;
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continue;
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}
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switch (worstOrBest)
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{
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case AISelectTargetPattern.Best:
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if (handBonus > num)
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{
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num = handBonus;
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aIVirtualCard = aIVirtualCard2;
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}
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else
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{
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if (handBonus < num)
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{
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break;
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}
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if (aIVirtualCard2.Cost < aIVirtualCard.Cost)
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{
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aIVirtualCard = aIVirtualCard2;
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}
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else if (aIVirtualCard2.Cost <= aIVirtualCard.Cost)
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{
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if (aIVirtualCard2.Attack > aIVirtualCard.Attack)
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{
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aIVirtualCard = aIVirtualCard2;
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}
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else if (aIVirtualCard2.Attack == aIVirtualCard.Attack && aIVirtualCard2.Life > aIVirtualCard.Life)
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{
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aIVirtualCard = aIVirtualCard2;
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}
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}
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}
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break;
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case AISelectTargetPattern.Worst:
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if (handBonus < num)
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{
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num = handBonus;
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aIVirtualCard = aIVirtualCard2;
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}
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else
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{
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if (handBonus > num)
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{
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break;
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}
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if (aIVirtualCard2.Cost > aIVirtualCard.Cost)
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{
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aIVirtualCard = aIVirtualCard2;
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}
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else if (aIVirtualCard2.Cost <= aIVirtualCard.Cost)
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{
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if (aIVirtualCard2.Attack < aIVirtualCard.Attack)
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{
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aIVirtualCard = aIVirtualCard2;
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}
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else if (aIVirtualCard2.Attack == aIVirtualCard.Attack && aIVirtualCard2.Life < aIVirtualCard.Life)
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{
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aIVirtualCard = aIVirtualCard2;
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}
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}
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}
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break;
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}
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}
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return aIVirtualCard;
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}
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}
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