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:
145
SVSim.BattleEngine/Engine/Wizard/BossRushFinishTask.cs
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145
SVSim.BattleEngine/Engine/Wizard/BossRushFinishTask.cs
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using System;
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using System.Collections.Generic;
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using LitJson;
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using Wizard.Battle.Recovery;
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namespace Wizard;
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public class BossRushFinishTask : BaseTask
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{
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public class BossRushFinishTaskParam : BaseParam
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{
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public int current_life;
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public int max_life;
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public int quest_stage_id;
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public int deck_no;
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public bool is_win;
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public int deck_format;
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public bool is_prebuild_deck;
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public bool is_trial_deck;
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public int total_turn;
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public int turn_state;
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public Dictionary<string, int> mission;
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public string recovery_data;
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public string[] prosessing_time_data;
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}
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private bool _isWin;
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public BossRushFinishTask()
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{
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base.type = ApiType.Type.BossRushFinish;
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}
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public void SetParameter(int currentLife, int maxLife, int quest_stage_id, int deck_no, bool is_win, Format format, bool isPreBuildDeck, bool isTrialDeck, bool isFirst, int totalTurn)
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{
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_isWin = is_win;
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BossRushFinishTaskParam bossRushFinishTaskParam = new BossRushFinishTaskParam();
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bossRushFinishTaskParam.current_life = Math.Max(0, currentLife);
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bossRushFinishTaskParam.max_life = Math.Max(0, maxLife);
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bossRushFinishTaskParam.quest_stage_id = quest_stage_id;
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bossRushFinishTaskParam.deck_no = deck_no;
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bossRushFinishTaskParam.is_win = is_win;
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bossRushFinishTaskParam.deck_format = Data.FormatConvertApi(format);
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bossRushFinishTaskParam.is_prebuild_deck = isPreBuildDeck;
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bossRushFinishTaskParam.is_trial_deck = isTrialDeck;
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bossRushFinishTaskParam.turn_state = ((!isFirst) ? 1 : 0);
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bossRushFinishTaskParam.total_turn = totalTurn;
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BattleManagerBase ins = BattleManagerBase.GetIns();
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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BattlePlayerPair battlePlayerPair = ins.GetBattlePlayerPair(isPlayer: true);
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BattleCardBase selfClass = ins.GetBattlePlayer(isPlayer: true).Class;
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if (dataMgr.RecoveryData == null)
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{
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dataMgr.SetRecoveryData(RecoveryOperationInfo.ReadRecoveryFile(OperationRecorderBase.RecordDirectoryPath + "recovery_single.json"));
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}
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bossRushFinishTaskParam.recovery_data = dataMgr.RecoveryData.ToJson();
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bossRushFinishTaskParam.mission = dataMgr.MissionNecessaryInformation.GetMissionNecessaryInfo(battlePlayerPair, selfClass);
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base.Params = bossRushFinishTaskParam;
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}
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protected override int Parse()
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{
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GameMgr.GetIns().GetDataMgr().ClearSpecialBattleSettingInfo();
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int num = base.Parse();
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if (num != 1)
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{
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DeleteRecoveryFileIfBattleAlreadyEnded(num);
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return num;
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}
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Data.QuestFinish.data = new QuestFinishDetail();
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Data.QuestFinish.data._responseData = base.ResponseData;
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JsonData jsonData = base.ResponseData["data"];
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if (base.type == ApiType.Type.QuestPuzzleFinish)
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{
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Data.QuestFinish.data.PuzzleQuestInfo = new PuzzleQuestInfo(jsonData);
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}
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Data.QuestFinish.data.get_class_chara_experience = jsonData["get_class_experience"].ToInt();
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Data.QuestFinish.data.class_chara_experience = jsonData["class_experience"].ToInt();
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Data.QuestFinish.data.class_chara_level = jsonData["class_level"].ToInt();
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Data.QuestFinish.data.CurrentPoint = jsonData["current_point"].ToInt();
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Data.QuestFinish.data.AddPoint = jsonData["add_point"].ToInt();
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Data.QuestFinish.data.ClassBonusPoint = jsonData["class_bonus_point"].ToInt();
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Data.QuestFinish.data.FormatBonusPoint = jsonData["format_bonus_point"].ToInt();
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Data.QuestFinish.data.CommonMissionClearInfoList = new List<QuestFinishDetail.MissionClearInfo>();
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Data.QuestFinish.data.CharacterMissionClearInfoList = new List<QuestFinishDetail.MissionClearInfo>();
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Data.QuestFinish.data.WinBonusPoint = jsonData.GetValueOrDefault("win_bonus_point", 0);
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Data.QuestFinish.data.WinCount = jsonData.GetValueOrDefault("win_count", 0);
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Data.QuestFinish.data.WinCountForWinBonusPoint = jsonData.GetValueOrDefault("required_win_count_for_win_bonus_point", 0);
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Data.QuestFinish.data.WinBonusPointStatus = (QuestFinishDetail.WinBonusStatus)jsonData.GetValueOrDefault("win_bonus_point_status", 0);
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Data.QuestFinish.data.NecessaryPointList = new List<int>();
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int num2 = 0;
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for (int i = 0; i < jsonData["point_reward_list"].Count; i++)
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{
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int num3 = jsonData["point_reward_list"][i]["point"].ToInt();
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Data.QuestFinish.data.NecessaryPointList.Add(num3 - num2);
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num2 = num3;
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}
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Data.QuestFinish.data.CurrentLife = jsonData["current_life"].ToInt();
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Data.QuestFinish.data.MaxLife = jsonData["max_life"].ToInt();
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Data.QuestFinish.data.NecessaryPointList.Add(-1);
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Data.QuestFinish.data.IsSpecialResult = jsonData.GetValueOrDefault("is_special_result", defaultValue: false);
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Data.QuestFinish.data.IsSpecialEffect = jsonData.GetValueOrDefault("is_special_effect", defaultValue: false);
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int val = 9999;
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Data.QuestFinish.data.BossRushShortestTurn = Math.Min(jsonData.GetValueOrDefault("shortest_clear_turns", 0), val);
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Data.QuestFinish.data.BossRushTotalTurn = Math.Min(jsonData.GetValueOrDefault("total_turns", 0), val);
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if (_isWin)
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{
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Data.QuestFinish.data.IsEnableBossRushShortestTurn = true;
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}
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else
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{
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Data.QuestFinish.data.IsEnableBossRushShortestTurn = Data.QuestFinish.data.BossRushShortestTurn != 0;
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}
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if (Data.QuestFinish.data.BossRushShortestTurn == 0 && _isWin)
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{
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Data.QuestFinish.data.IsBossRushNewRecord = true;
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}
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else if (_isWin && Data.QuestFinish.data.BossRushTotalTurn < Data.QuestFinish.data.BossRushShortestTurn)
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{
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Data.QuestFinish.data.IsBossRushNewRecord = true;
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Data.QuestFinish.data.BossRushShortestTurn = Data.QuestFinish.data.BossRushTotalTurn;
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}
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if (Data.QuestFinish.data.BossRushTotalTurn > 0 && Data.QuestFinish.data.BossRushShortestTurn == 0)
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{
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Data.QuestFinish.data.BossRushShortestTurn = Data.QuestFinish.data.BossRushTotalTurn;
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}
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JsonData data = base.ResponseData["data"]["achieved_info"];
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Data.QuestFinish.data.AchievedInfo.Read(data);
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Data.QuestFinish.data.HomeDialogData = new MyPageHomeDialogData(jsonData, "battle_dialog_list");
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PlayerStaticData.UpdateHaveUserGoodsNumByJsonData(base.ResponseData["data"]["reward_list"]);
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return num;
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}
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}
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