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:
gamer147
2026-06-05 20:30:59 -04:00
parent 78f310c2b3
commit 824309ec44
472 changed files with 55870 additions and 0 deletions

View File

@@ -0,0 +1,143 @@
using System.Collections.Generic;
namespace Wizard;
public static class AIHandBuffSimulationUtility
{
public static void ExecuteHandBuffAll(List<AIVirtualCard> candidates, AIBuffExecutingInfo_old buffInfo, AISituationInfo situation)
{
if (candidates == null || candidates.Count <= 0)
{
return;
}
List<AIVirtualCard> list = new List<AIVirtualCard>();
for (int i = 0; i < candidates.Count; i++)
{
AIVirtualCard aIVirtualCard = candidates[i];
if (aIVirtualCard.IsInHand && aIVirtualCard.IsUnit)
{
aIVirtualCard.GiveBuff(situation, buffInfo, isTemp: false);
list.Add(aIVirtualCard);
}
}
if (list.Count > 0)
{
situation.RegisterLatestTargetList(list);
}
}
public static void ExecuteHandBuffRandom(List<AIVirtualCard> candidates, AIBuffExecutingInfo_old buffInfo, List<int> playPtn, AISituationInfo situation)
{
if (candidates != null && candidates.Count > 0)
{
AIVirtualCard aIVirtualCard = SelectHandBuffTarget(candidates, AISelectTargetPattern.Worst, playPtn, situation);
if (aIVirtualCard != null)
{
aIVirtualCard.GiveBuff(situation, buffInfo, isTemp: false);
situation.RegisterSingleLatestTarget(aIVirtualCard);
}
}
}
public static void ExecuteHandBuffTargetSelect(AIBuffExecutingInfo_old buffInfo, AIScriptTokenArgType whichTarget, AISituationInfo situation)
{
AISelectedTargetInfo situationTarget = situation.GetSituationTarget(whichTarget);
if (situationTarget != null && situationTarget.HasTarget)
{
ExecuteHandBuffAll(situationTarget.Targets, buffInfo, situation);
}
}
public static void ExecuteHandBuffBestTarget(List<AIVirtualCard> candidates, AIBuffExecutingInfo_old buffInfo, AISituationInfo situation)
{
AIVirtualCard aIVirtualCard = SelectHandBuffTarget(candidates, AISelectTargetPattern.Best, EnemyAI.EmptyPlayPtn, situation);
if (aIVirtualCard != null)
{
aIVirtualCard.GiveBuff(situation, buffInfo, isTemp: false);
situation.RegisterSingleLatestTarget(aIVirtualCard);
}
}
public static AIVirtualCard SelectHandBuffTarget(List<AIVirtualCard> candidates, AISelectTargetPattern worstOrBest, List<int> playPtn, AISituationInfo situation)
{
if (candidates == null || candidates.Count <= 0)
{
return null;
}
float num = 0f;
AIVirtualCard aIVirtualCard = null;
for (int i = 0; i < candidates.Count; i++)
{
AIVirtualCard aIVirtualCard2 = candidates[i];
float handBonus = aIVirtualCard2.GetHandBonus(playPtn, situation, isIgnoreInFusion: false);
if (aIVirtualCard == null)
{
aIVirtualCard = aIVirtualCard2;
num = handBonus;
continue;
}
switch (worstOrBest)
{
case AISelectTargetPattern.Best:
if (handBonus > num)
{
num = handBonus;
aIVirtualCard = aIVirtualCard2;
}
else
{
if (handBonus < num)
{
break;
}
if (aIVirtualCard2.Cost < aIVirtualCard.Cost)
{
aIVirtualCard = aIVirtualCard2;
}
else if (aIVirtualCard2.Cost <= aIVirtualCard.Cost)
{
if (aIVirtualCard2.Attack > aIVirtualCard.Attack)
{
aIVirtualCard = aIVirtualCard2;
}
else if (aIVirtualCard2.Attack == aIVirtualCard.Attack && aIVirtualCard2.Life > aIVirtualCard.Life)
{
aIVirtualCard = aIVirtualCard2;
}
}
}
break;
case AISelectTargetPattern.Worst:
if (handBonus < num)
{
num = handBonus;
aIVirtualCard = aIVirtualCard2;
}
else
{
if (handBonus > num)
{
break;
}
if (aIVirtualCard2.Cost > aIVirtualCard.Cost)
{
aIVirtualCard = aIVirtualCard2;
}
else if (aIVirtualCard2.Cost <= aIVirtualCard.Cost)
{
if (aIVirtualCard2.Attack < aIVirtualCard.Attack)
{
aIVirtualCard = aIVirtualCard2;
}
else if (aIVirtualCard2.Attack == aIVirtualCard.Attack && aIVirtualCard2.Life < aIVirtualCard.Life)
{
aIVirtualCard = aIVirtualCard2;
}
}
}
break;
}
}
return aIVirtualCard;
}
}