Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIFunctionResultHashCalculator.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
2026-06-05 17:22:20 -04:00

33 lines
841 B
C#

using System.Collections.Generic;
namespace Wizard;
public static class AIFunctionResultHashCalculator
{
private static readonly ulong[] PLAYPTN_HASH_FACTORS = new ulong[11]
{
251uL, 311uL, 379uL, 283uL, 113uL, 523uL, 269uL, 463uL, 911uL, 661uL,
541uL
};
public static ulong GetHash(AIVirtualCard owner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, ulong argumentHash)
{
return 0 + owner.GetHash() + field.GetHash() + CalcPlayPtnHash(playPtn) + argumentHash;
}
private static ulong CalcPlayPtnHash(List<int> playPtn)
{
ulong num = 0uL;
if (playPtn == null || playPtn.Count <= 0)
{
return num;
}
int num2 = PLAYPTN_HASH_FACTORS.Length;
for (int i = 0; i < playPtn.Count; i++)
{
num += PLAYPTN_HASH_FACTORS[playPtn[i] % num2];
}
return num;
}
}