Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
193 lines
6.7 KiB
C#
193 lines
6.7 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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namespace Wizard;
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public class AIPlayedCardContainer
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{
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private List<AIVirtualCard> _allyTurnPlayedCardList;
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private List<AIVirtualCard> _allyInGamePlayedCardList;
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private List<AIVirtualCard> _allyPreviousTurnPlayedCardList;
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private List<AIVirtualCard> _enemyTurnPlayedCardList;
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private List<AIVirtualCard> _enemyInGamePlayedCardList;
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private List<AIVirtualCard> _enemyPreviousTurnPlayedCardList;
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public int AllyTurnPlayedCardCount => _allyTurnPlayedCardList.Count;
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public int AllyInGamePlayedCardCount => _allyInGamePlayedCardList.Count;
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public AIPlayedCardContainer()
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{
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_allyTurnPlayedCardList = new List<AIVirtualCard>();
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_allyInGamePlayedCardList = new List<AIVirtualCard>();
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_allyPreviousTurnPlayedCardList = new List<AIVirtualCard>();
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_enemyTurnPlayedCardList = new List<AIVirtualCard>();
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_enemyInGamePlayedCardList = new List<AIVirtualCard>();
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_enemyPreviousTurnPlayedCardList = new List<AIVirtualCard>();
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}
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public AIPlayedCardContainer(AIPlayedCardContainer source)
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{
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_allyTurnPlayedCardList = new List<AIVirtualCard>(source._allyTurnPlayedCardList);
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_allyInGamePlayedCardList = new List<AIVirtualCard>(source._allyInGamePlayedCardList);
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_allyPreviousTurnPlayedCardList = new List<AIVirtualCard>(source._allyPreviousTurnPlayedCardList);
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_enemyTurnPlayedCardList = new List<AIVirtualCard>(source._enemyTurnPlayedCardList);
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_enemyInGamePlayedCardList = new List<AIVirtualCard>(source._enemyInGamePlayedCardList);
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_enemyPreviousTurnPlayedCardList = new List<AIVirtualCard>(source._enemyPreviousTurnPlayedCardList);
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}
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public AIPlayedCardContainer Clone()
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{
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return new AIPlayedCardContainer(this);
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}
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public void Validate(AIPlayedCardContainer source)
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{
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}
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private void CopyPreviousPlayCardOnTurnShift(AIVirtualTurnStartInfo turnStartSituation)
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{
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if (turnStartSituation != null)
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{
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if (turnStartSituation.Actor.IsAlly)
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{
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_enemyPreviousTurnPlayedCardList = new List<AIVirtualCard>(_enemyTurnPlayedCardList);
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}
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else
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{
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_allyPreviousTurnPlayedCardList = new List<AIVirtualCard>(_allyTurnPlayedCardList);
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}
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}
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}
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public void ClearInTurn(AIVirtualTurnStartInfo turnStartSituation = null)
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{
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CopyPreviousPlayCardOnTurnShift(turnStartSituation);
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_allyTurnPlayedCardList.Clear();
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_enemyTurnPlayedCardList.Clear();
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}
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public void ClearAll()
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{
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ClearInTurn();
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_allyInGamePlayedCardList.Clear();
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_enemyInGamePlayedCardList.Clear();
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_allyPreviousTurnPlayedCardList.Clear();
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_enemyPreviousTurnPlayedCardList.Clear();
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}
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public int GetPlayedCountInTurn(List<AIScriptTokenBase> filters, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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return AIFilteringUtility.MultipleFiltering(tagOwner.IsAlly ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList, filters, tagOwner, playPtn, situation, isBlockDeadCard: false)?.Count ?? 0;
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}
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public int GetPlayedCountInPreviousTurn(bool isAllyList, List<AIScriptTokenBase> filters, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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return AIFilteringUtility.MultipleFiltering(isAllyList ? _allyPreviousTurnPlayedCardList : _enemyPreviousTurnPlayedCardList, filters, tagOwner, playPtn, situation, isBlockDeadCard: false)?.Count ?? 0;
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}
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public int GetAllPlayedCountInTurn(bool isAITurn)
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{
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return (isAITurn ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList)?.Count ?? 0;
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}
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public int GetPlayedCountInGame(List<AIScriptTokenBase> filters, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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int num = 0;
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num = ((!AIPlayPtnUtility.IsInPlayPtn(tagOwner, playPtn)) ? (num + AIPlayPtnUtility.GetPlayPtnCardCount(filters, tagOwner, playPtn, situation)) : (num + AIPlayPtnUtility.GetBeforePlayPtnCount(filters, tagOwner, playPtn, situation)));
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List<AIVirtualCard> list = AIFilteringUtility.MultipleFiltering(tagOwner.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList, filters, tagOwner, playPtn, situation, isBlockDeadCard: false);
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if (list != null)
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{
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num += list.Count;
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}
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return num;
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}
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public int GetPlayedNameCount(List<AIScriptTokenBase> filters, AIScriptTokenArgType turnOrGame, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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List<AIVirtualCard> list = null;
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switch (turnOrGame)
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{
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case AIScriptTokenArgType.TURN:
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list = (tagOwner.IsAlly ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList);
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break;
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case AIScriptTokenArgType.GAME:
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list = (tagOwner.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList);
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break;
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default:
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AIConsoleUtility.LogError($"GetPlayedNameCount() error!! turnOrGame == {turnOrGame}");
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return 0;
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}
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if (list == null || list.Count <= 0)
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{
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return 0;
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}
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return AIFilteringUtility.GetCardNameCountFromList(list, filters, tagOwner, playPtn, situation);
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}
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public bool IsPlayedAsAccelerate(AIVirtualCard card)
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{
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CardParameter baseParameter = card.BaseCard.BaseParameter;
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if (!card.IsSpell || baseParameter.BaseCardId == baseParameter.ResourceCardId || !IsPlayedCard(card))
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{
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return false;
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}
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CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(baseParameter.ResourceCardId);
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if (cardParameterFromId == null)
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{
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return false;
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}
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if (cardParameterFromId.Cost > baseParameter.Cost && cardParameterFromId.CharType == CardBasePrm.CharaType.NORMAL)
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{
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return true;
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}
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return false;
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}
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public bool IsPlayedAsCrystalize(AIVirtualCard card)
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{
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if (!IsPlayedCard(card) || !card.IsAmulet)
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{
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return false;
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}
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if (card.BaseCard.TransformInfo.Type != BattleCardBase.TransformType.Crystallize)
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{
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return false;
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}
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return true;
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}
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public bool IsPlayedCard(AIVirtualCard card)
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{
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return (card.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList).Any((AIVirtualCard c) => c.IsSameCard(card));
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}
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public void AddPlayedCard(AIVirtualCard card)
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{
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if (!IsPlayedCard(card))
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{
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List<AIVirtualCard> container = (card.IsAlly ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList);
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AIParamQuery.AddElementToList(card, container);
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List<AIVirtualCard> container2 = (card.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList);
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AIParamQuery.AddElementToList(card, container2);
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}
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}
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public void RollBackFromOneRecord(AIVirtualFieldRollBackRecord.PlayedCardContainerRecord rollBackRecord)
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{
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for (int num = _allyTurnPlayedCardList.Count - 1; num >= rollBackRecord.AllyTurnPlayedCardCount; num--)
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{
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_allyTurnPlayedCardList.RemoveAt(num);
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}
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for (int num2 = _allyInGamePlayedCardList.Count - 1; num2 >= rollBackRecord.AllyInGamePlayedCardCount; num2--)
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{
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_allyInGamePlayedCardList.RemoveAt(num2);
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}
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}
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}
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