Files
SVSimServer/SVSim.BattleEngine/Engine/PuzzleGenerator.cs
gamer147 824309ec44 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.
2026-06-05 20:30:59 -04:00

283 lines
13 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class PuzzleGenerator
{
private const int EVOLVED_PUZZLE_ID = 109;
public VfxBase Generate(PuzzleQuestData puzzleQuestData)
{
PuzzleBattleManager obj = BattleManagerBase.GetIns() as PuzzleBattleManager;
BattlePlayer battlePlayer = obj.BattlePlayer;
BattleEnemy battleEnemy = obj.BattleEnemy;
IEnumerable<BattleCardBase> playerFieldCards = new List<BattleCardBase>(battlePlayer.InPlayCards);
IEnumerable<BattleCardBase> playerHandCards = new List<BattleCardBase>(battlePlayer.HandCardList);
IEnumerable<BattleCardBase> playerDeckCards = new List<BattleCardBase>(battlePlayer.DeckCardList);
IEnumerable<BattleCardBase> enemyFieldCards = new List<BattleCardBase>(battleEnemy.InPlayCards);
IEnumerable<BattleCardBase> enemyHandCards = new List<BattleCardBase>(battleEnemy.HandCardList);
IEnumerable<BattleCardBase> enemyDeckCards = new List<BattleCardBase>(battleEnemy.DeckCardList);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(ClearInPlayAndHand(battlePlayer, playerFieldCards, playerHandCards));
parallelVfxPlayer.Register(ClearInPlayAndHand(battleEnemy, enemyFieldCards, enemyHandCards));
battlePlayer.ClearBattleCount();
battleEnemy.ClearBattleCount();
battlePlayer.EvolveWaitTurnCount = 0;
battleEnemy.EvolveWaitTurnCount = 0;
battlePlayer.DeckCardList.Clear();
battleEnemy.DeckCardList.Clear();
battlePlayer.DeckSkillCardList.Clear();
battleEnemy.DeckSkillCardList.Clear();
bool isSkillLost = battlePlayer.Class.IsSkillLost;
bool isSkillLost2 = battleEnemy.Class.IsSkillLost;
battlePlayer.Class.LoseSkill().Play();
battleEnemy.Class.LoseSkill().Play();
battlePlayer.Class.DamagedCounter.Clear();
battlePlayer.Class.SkillApplyInformation.ForceDepriveForceWrath();
battleEnemy.Class.DamagedCounter.Clear();
battleEnemy.Class.SkillApplyInformation.ForceDepriveForceWrath();
battlePlayer.Class.IsSkillLost = isSkillLost;
battleEnemy.Class.IsSkillLost = isSkillLost2;
if (BattleManagerBase.GetIns().DetailMgr.DetailPanelControl.EvoTargetPanelColliderGameObject != null)
{
BattleManagerBase.GetIns().DetailMgr.DetailPanelControl.EvoTargetPanelColliderGameObject.transform.parent = BattleManagerBase.GetIns().DetailMgr.DetailPanel.transform;
}
SetUpField(battlePlayer, battleEnemy, puzzleQuestData);
battlePlayer.EvolvedCards.Clear();
if (puzzleQuestData.Id != 109)
{
battleEnemy.EvolvedCards.Clear();
}
battlePlayer.TurnEvolveCardCountInfo.Clear();
battleEnemy.TurnEvolveCardCountInfo.Clear();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
{
DestroyCardAndCorutine(playerDeckCards);
DestroyCardAndCorutine(playerHandCards);
DestroyCardAndCorutine(playerFieldCards);
DestroyCardAndCorutine(enemyDeckCards);
DestroyCardAndCorutine(enemyHandCards);
DestroyCardAndCorutine(enemyFieldCards);
}), RecoveryClassView(battlePlayer, battleEnemy), RecoveryInPlayAndHand(battlePlayer), RecoveryInPlayAndHand(battleEnemy), new DummyDeckChangeCardVfx(battlePlayer.IsPlayer, battlePlayer.DeckCardList.Count), new DummyDeckChangeCardVfx(battleEnemy.IsPlayer, battleEnemy.DeckCardList.Count), battlePlayer.StartBattleMainView(playEffect: false), battleEnemy.StartBattleMainView(playEffect: false));
return ParallelVfxPlayer.Create(sequentialVfxPlayer);
}
private VfxBase RecoveryClassView(BattlePlayerBase player, BattlePlayerBase enemy)
{
return InstantVfx.Create(delegate
{
if (player.Class.BattleCardView is PlayerClassBattleCardView playerClassBattleCardView)
{
iTween.Stop(playerClassBattleCardView.GameObject);
playerClassBattleCardView.GameObject.transform.localPosition = Vector3.zero;
playerClassBattleCardView.GameObject.SetActive(value: true);
playerClassBattleCardView.ClassCharacter.SetAnimationEnable(PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_LEADER_ANIMATION));
playerClassBattleCardView.GameObject.GetComponent<CardTemplate>().Collider.enabled = true;
}
if (enemy.Class.BattleCardView is EnemyClassBattleCardView enemyClassBattleCardView)
{
iTween.Stop(enemyClassBattleCardView.GameObject);
enemyClassBattleCardView.GameObject.transform.localPosition = Vector3.zero;
enemyClassBattleCardView.GameObject.SetActive(value: true);
enemyClassBattleCardView.ClassCharacter.SetAnimationEnable(PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_LEADER_ANIMATION));
enemyClassBattleCardView.GameObject.GetComponent<CardTemplate>().Collider.enabled = true;
}
});
}
private void SetUpField(BattlePlayer player, BattleEnemy enemy, PuzzleQuestData puzzleQuestData)
{
BattleLogManager.GetInstance().AddLogTurn(isSelfTurn: true);
player.BattleView.ClearPlayQueue();
if (!player.ClassAndInPlayCardList.Any((BattleCardBase c) => c.IsClass))
{
player.ClassAndInPlayCardList.Insert(0, player.Class);
}
if (!enemy.ClassAndInPlayCardList.Any((BattleCardBase c) => c.IsClass))
{
enemy.ClassAndInPlayCardList.Insert(0, enemy.Class);
}
player.ClassAndInPlayCardList.RemoveAll((BattleCardBase c) => !c.IsClass);
enemy.ClassAndInPlayCardList.RemoveAll((BattleCardBase c) => !c.IsClass);
player.TurnPlayCards.Clear();
player.Class.SkillApplyInformation.LifeModifierList.Clear();
player.Class.SkillApplyInformation.DamageList.Clear();
enemy.Class.SkillApplyInformation.LifeModifierList.Clear();
enemy.Class.SkillApplyInformation.DamageList.Clear();
player.NowTurnEvol = true;
player.Turn = 0;
player.Class.SkillApplyInformation.LifeModifierList.Add(new DamageCardParameterModifier(20 - puzzleQuestData.BattleData.PlayerLife, -1, isSelfTurn: false));
int playerPPCount = puzzleQuestData.BattleData.PlayerPPCount;
player.SetCurrentEpCount(puzzleQuestData.BattleData.PlayerEPCount);
int playerGraveCount = puzzleQuestData.BattleData.PlayerGraveCount;
player.PpTotal = puzzleQuestData.BattleData.PlayerPPCount;
if (player.IsShortageDeck)
{
PuzzleBattleManager puzzleBattleManager = BattleManagerBase.GetIns() as PuzzleBattleManager;
player.ResetIsShortageDeck();
iTween.Stop(puzzleBattleManager.ReaperCard);
puzzleBattleManager.ReaperCard.transform.SetParent(puzzleBattleManager.CardHolder.transform);
MotionUtils.SetLayerAll(puzzleBattleManager.ReaperCard, 10);
puzzleBattleManager.ReaperCard.transform.localPosition = new Vector3(-4.1f, 16.4f, 4.1f);
puzzleBattleManager.ReaperCard.transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
puzzleBattleManager.ReaperCard.transform.localScale = Global.CARD_BASE_STAY_SCALE;
TweenColor.Begin(puzzleBattleManager.ReaperCard, 0f, Color.white);
}
enemy.NowTurnEvol = true;
enemy.Turn = 0;
int enemyLife = puzzleQuestData.BattleData.EnemyLife;
if (enemyLife <= 20)
{
enemy.Class.SkillApplyInformation.LifeModifierList.Add(new DamageCardParameterModifier(20 - puzzleQuestData.BattleData.EnemyLife, -1, isSelfTurn: false));
}
else
{
((ClassBattleCardBase)enemy.Class).InitBaseMaxLife(enemyLife);
}
int enemyPPCount = puzzleQuestData.BattleData.EnemyPPCount;
enemy.SetCurrentEpCount(puzzleQuestData.BattleData.EnemyEPCount);
int enemyGraveCount = puzzleQuestData.BattleData.EnemyGraveCount;
enemy.Pp = enemyPPCount;
enemy.PpTotal = enemyPPCount;
CardPrm[] playerInplay = puzzleQuestData.BattleData.PlayerInplay;
foreach (CardPrm cardPrm in playerInplay)
{
player.Pp = playerPPCount;
FieldGenSetCard(player, enemy, cardPrm);
}
playerInplay = puzzleQuestData.BattleData.EnemyInplay;
foreach (CardPrm cardPrm2 in playerInplay)
{
enemy.Pp = enemyPPCount;
FieldGenSetCard(enemy, player, cardPrm2);
}
int[] playerHand = puzzleQuestData.BattleData.PlayerHand;
foreach (int cardId in playerHand)
{
player.HandCardList.Add(player.CreateNextIndexCard(cardId));
}
playerHand = puzzleQuestData.BattleData.EnemyHand;
foreach (int cardId2 in playerHand)
{
enemy.HandCardList.Add(enemy.CreateNextIndexCard(cardId2));
}
playerHand = puzzleQuestData.BattleData.PlayerDeck;
foreach (int cardId3 in playerHand)
{
AddToDeckNoIndexChange(player, player.CreateNextIndexCard(cardId3));
}
playerHand = puzzleQuestData.BattleData.EnemyDeck;
foreach (int cardId4 in playerHand)
{
AddToDeckNoIndexChange(enemy, enemy.CreateNextIndexCard(cardId4));
}
player.Pp = playerPPCount;
enemy.Pp = enemyPPCount;
foreach (BattleCardBase handCard in player.HandCardList)
{
handCard.BattleCardView.ShowHandCardInfo().Play();
}
player.GainCemetery(1000);
player.CemeteryList.Clear();
for (int num2 = 0; num2 < playerGraveCount; num2++)
{
BattleCardBase targetCard = CardCreatorBase.CreateDummyInstance();
player.DummyCardToCemetery(targetCard);
}
enemy.GainCemetery(1000);
enemy.CemeteryList.Clear();
for (int num3 = 0; num3 < enemyGraveCount; num3++)
{
BattleCardBase targetCard2 = CardCreatorBase.CreateDummyInstance();
enemy.DummyCardToCemetery(targetCard2);
}
for (int num4 = 0; num4 < puzzleQuestData.BattleData.PlayerDeckCount - puzzleQuestData.BattleData.PlayerDeck.Count(); num4++)
{
player.AddToDeck(player.CreateNextIndexCard(100011040));
}
for (int num5 = 0; num5 < puzzleQuestData.BattleData.EnemyDeckCount - puzzleQuestData.BattleData.EnemyDeck.Count(); num5++)
{
enemy.AddToDeck(enemy.CreateNextIndexCard(100011040));
}
}
private VfxBase ClearInPlayAndHand(BattlePlayerBase player, IEnumerable<BattleCardBase> fieldCardList, IEnumerable<BattleCardBase> handCardList)
{
if (BattleManagerBase.GetIns() == null)
{
return NullVfx.GetInstance();
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
foreach (BattleCardBase fieldCard in fieldCardList)
{
parallelVfxPlayer.Register(fieldCard.SkillApplyInformation.AllSkillEffectStop());
player.BattleView.InPlayView.RemoveCardFromView(fieldCard.BattleCardView);
player.ClassAndInPlayCardList.Remove(fieldCard);
}
foreach (BattleCardBase handCard in handCardList)
{
parallelVfxPlayer.Register(handCard.SkillApplyInformation.AllSkillEffectStop());
player.BattleView.HandView.RemoveCardFromViewWithoutRearrange(handCard.BattleCardView);
player.HandCardList.Remove(handCard);
}
return parallelVfxPlayer;
}
private void DestroyCardAndCorutine(IEnumerable<BattleCardBase> cardList)
{
foreach (BattleCardBase card in cardList)
{
if (card.BattleCardView._inPlayRearrangeCoroutine != null)
{
BattleCoroutine.GetInstance().StopCoroutine(card.BattleCardView._inPlayRearrangeCoroutine);
}
Object.Destroy(card.BattleCardView.GameObject);
}
}
private VfxBase RecoveryInPlayAndHand(BattlePlayerBase player)
{
return ParallelVfxPlayer.Create(new RefreshHealthVfx(player), player.Class.SkillApplyInformation.CreateVfxSkillProtection(), player.BattleView.RecoveryInPlayCards(), player.BattleView.RecoveryInHandCards(), OpeningVfx.ShowBattleUIImmediatelyVfx(player, fixDirection: true), player.UsePp(0), InstantVfx.Create(player.BattleView.HideCommonPanel));
}
private void AddToDeckNoIndexChange(BattlePlayerBase player, BattleCardBase card)
{
player.DeckCardList.Add(card);
if (card.HasDeckSelfSkill)
{
player.AddDeckSkillCard(card);
}
}
private void FieldGenSetCard(BattlePlayerBase player, BattlePlayerBase enemy, CardPrm cardPrm)
{
bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
BattleManagerBase.GetIns().IsRecovery = true;
SkillProcessor skillProcessor = new SkillProcessor();
BattleCardBase battleCardBase = player.CreateNextIndexCard(cardPrm.Id);
player.HandCardList.Add(battleCardBase);
SkillConditionCheckerOption skillConditionCheckerOption = new SkillConditionCheckerOption();
skillConditionCheckerOption.PlayedCard = battleCardBase;
skillConditionCheckerOption.SummonedCard = battleCardBase;
battleCardBase.PlayCard(skillProcessor, skillConditionCheckerOption, isInplayGeneration: true);
battleCardBase.SelfBattlePlayer.StartSkillWhenChangeInplay(null, new List<BattleCardBase> { battleCardBase }, skillProcessor, isSummonCheck: false, null, skillConditionCheckerOption);
skillProcessor.Process(new BattlePlayerPair(player, enemy));
if (cardPrm.IsEvolve)
{
SkillProcessor skillProcessor2 = new SkillProcessor();
battleCardBase.Evolution(isSkill: true, skillProcessor2, skillConditionCheckerOption);
skillProcessor2.Process(new BattlePlayerPair(player, enemy));
}
if (cardPrm.ChantCount != -1)
{
battleCardBase.SkillApplyInformation.GiveChantCount(new ChantCountSetModifier(cardPrm.ChantCount));
}
battleCardBase.BattleCardView.InitializeBattleCardIcon(battleCardBase, battleCardBase.Skills).Play();
BattleManagerBase.GetIns().IsRecovery = isRecovery;
}
}