Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIReverseDiscardSelectLogicArgument.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

40 lines
1.6 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIReverseDiscardSelectLogicArgument : AISelectLogicArgumentBase
{
public AIReverseDiscardSelectLogicArgument(List<string> args)
: base(args)
{
}
public override AIVirtualCard SelectSingleTarget(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, AISelectTargetPattern worstOrBest)
{
AIReverseEvaluateValueListOrder aIReverseEvaluateValueListOrder = new AIReverseEvaluateValueListOrder();
for (int i = 0; i < candidates.Count; i++)
{
AIVirtualCard aIVirtualCard = candidates[i];
float value = aIVirtualCard.GetHandBonus(playPtn, situation, isIgnoreInFusion: false) + aIVirtualCard.GetDiscardedBonus(playPtn, situation, isIgnroeInBattle: true);
aIReverseEvaluateValueListOrder.AddData(value, aIVirtualCard);
}
return aIReverseEvaluateValueListOrder.GetFirst();
}
public override List<AIVirtualCard> SelectMultipleSelectedTargets(List<AIVirtualCard> candidates, int selectCount, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, AISelectTargetPattern worstOrBest)
{
AIConsoleUtility.Log("REVERSE_DISCARD_LOGIC は複数選択に未対応です");
return null;
}
private bool IsWellTarget(float maxHandBonus, float currentHandBonus, AISelectTargetPattern worstOrBest)
{
return worstOrBest switch
{
AISelectTargetPattern.Best => maxHandBonus < currentHandBonus,
AISelectTargetPattern.Worst => maxHandBonus > currentHandBonus,
_ => false,
};
}
}