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.
76 lines
2.4 KiB
C#
76 lines
2.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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namespace Wizard;
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public class AIBattleSimulationLauncher
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{
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private EnemyAI _ai;
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private bool _isTimeOverLogic;
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private bool _isUseEmptyPlayPtnSimulator;
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private bool _isEvol;
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private AIVirtualField _field;
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private SimulationAdditionalActionInfoSet _additionalActions;
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public IBattleSimulationAI BattleSimAI { get; private set; }
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public AIBattleSimulationLauncher(AIVirtualField field, EnemyAI ai, bool useEvo, IBattleSimulationAI emptyPlayPtnSimulator = null, SimulationAdditionalActionInfoSet additionalActionInfoSet = null)
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{
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_ai = ai;
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_isEvol = useEvo;
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_field = field;
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_additionalActions = additionalActionInfoSet;
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CreateSimulator(emptyPlayPtnSimulator);
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}
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private void CreateSimulator(IBattleSimulationAI emptyPlayPtnSimulator)
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{
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if (_ai.IsRunWeakLogic)
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{
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_isTimeOverLogic = true;
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if (_isEvol && _ai.BestPlayPtn.Count <= 0 && emptyPlayPtnSimulator != null)
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{
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BattleSimAI = emptyPlayPtnSimulator;
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_isUseEmptyPlayPtnSimulator = true;
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}
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else
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{
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BattleSimAI = new AITimeOverAttackSimulator();
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}
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return;
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}
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List<AIVirtualActionInfo> allMovesForFullSimulation = AISimulationUtility.GetAllMovesForFullSimulation(_field, _isEvol, _additionalActions);
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if (allMovesForFullSimulation.Count <= AISimulationUtility.FULL_SIMULATION_MOVE_COUNT_TURESHOLD)
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{
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BattleSimAI = new FullSimulationAI(_ai, allMovesForFullSimulation);
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}
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else if (_isEvol && _ai.BestPlayPtn.Count <= 0 && emptyPlayPtnSimulator != null)
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{
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BattleSimAI = emptyPlayPtnSimulator;
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_isUseEmptyPlayPtnSimulator = true;
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}
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else
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{
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BattleSimAI = new BestInPlayMoveAI(_ai);
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}
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}
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public IEnumerator ExecuteBattleSimulationAI(PlayPtnWithToken[] playPtnWithToken, bool checkTimeOverLogic)
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{
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if (!_isUseEmptyPlayPtnSimulator)
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{
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yield return EnemyAICoroutine.GetInstance().StartCoroutine(BattleSimAI._CrSimulate(_field, _isEvol, !_isTimeOverLogic && checkTimeOverLogic, playPtnWithToken, _additionalActions));
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if (_ai.IsRunWeakLogic && !_isTimeOverLogic && checkTimeOverLogic)
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{
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BattleSimAI = new AITimeOverAttackSimulator();
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yield return EnemyAICoroutine.GetInstance().StartCoroutine(BattleSimAI._CrSimulate(_field, _isEvol, checkTimeOverLogic: false, playPtnWithToken, _additionalActions));
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}
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}
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}
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}
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