Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIDataLibrary.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
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.
2026-06-05 16:57:20 -04:00

185 lines
4.6 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIDataLibrary
{
private readonly AIDeckData _basicDic;
private readonly AIDeckData _commonDic;
private readonly AIDeckData _allyCommonDic;
private readonly Dictionary<string, AIDeckData> _deckDic;
private readonly AIStyleData _commonStyle;
private readonly Dictionary<string, AIStyleData> _deckStyleDic;
private AISetUpData setupInfoBuf;
private readonly Dictionary<string, AIEmoteSet> emoteDic;
public AISetUpData SetupInfoBuf => setupInfoBuf;
public AIDataLibrary()
{
_basicDic = new AIDeckData();
_commonDic = new AIDeckData();
_allyCommonDic = new AIDeckData();
_commonStyle = new AIStyleData();
_deckStyleDic = new Dictionary<string, AIStyleData>();
_deckDic = new Dictionary<string, AIDeckData>();
emoteDic = new Dictionary<string, AIEmoteSet>();
}
public void Clear()
{
_basicDic.Clear();
_commonDic.Clear();
_allyCommonDic.Clear();
_deckDic.Clear();
_commonStyle.Clear();
_deckStyleDic.Clear();
emoteDic.Clear();
}
public void SaveBattleSetUpInfo(int classID, AI_LOGIC_LV logicLv, string deckName, string styleName, string emoteName, bool useEmote, bool useInnerEmote, int enemyAiID, List<int> specialAbilityList)
{
setupInfoBuf = new AISetUpData(classID, logicLv, deckName, styleName, emoteName, useEmote, useInnerEmote, enemyAiID, specialAbilityList);
}
public AIStyleData CreateStyle(int enemyClassID, AIStyleData deckStyle)
{
AIStyleData aIStyleData = new AIStyleData(new List<AICategory>
{
AICategory.ALL,
AIPolicyData.ConvertClassIDToCategory(enemyClassID)
});
aIStyleData.MixInStyle(_commonStyle);
if (deckStyle != null)
{
aIStyleData.MixInStyle(deckStyle);
}
return aIStyleData;
}
public void RegisterBasicData(AICardDataAsset asset)
{
_basicDic.RegisterCardData(asset);
}
public bool RegisterCommonData(AICardDataAsset asset)
{
AICardData mergeData = _basicDic.SearchCardData(asset.CardID);
return _commonDic.RegisterCardData(asset, mergeData);
}
public bool RegisterAllyCommonData(AICardDataAsset asset)
{
AICardData mergeData = _basicDic.SearchCardData(asset.CardID);
return _allyCommonDic.RegisterCardData(asset, mergeData);
}
public void RegisterDeckToDeckDic(string deckName, List<AICardDataAsset> cardDataAssetList)
{
AIDeckData aIDeckData = new AIDeckData();
for (int i = 0; i < cardDataAssetList.Count; i++)
{
AICardDataAsset aICardDataAsset = cardDataAssetList[i];
int cardID = aICardDataAsset.CardID;
bool useCommon = aICardDataAsset.UseCommon;
AICardData mergeData = ((!useCommon) ? _basicDic.SearchCardData(cardID) : _allyCommonDic.SearchCardData(cardID));
aIDeckData.RegisterCardData(aICardDataAsset, mergeData, useCommon);
}
RegisterDeck(deckName, aIDeckData);
}
public bool RegisterDeck(string deckName, AIDeckData deck)
{
if (_deckDic.ContainsKey(deckName))
{
return false;
}
_deckDic.Add(deckName, deck);
return true;
}
public bool RegisterEmoteSet(string emoteSetName, AIEmoteSet emoteSet)
{
if (emoteDic.ContainsKey(emoteSetName))
{
return false;
}
emoteDic.Add(emoteSetName, emoteSet);
return true;
}
public AIDeckData SearchDeckData(string name)
{
if (!_deckDic.ContainsKey(name))
{
return null;
}
return _deckDic[name];
}
public AIStyleData SearchDeckStyle(string name)
{
if (!_deckStyleDic.ContainsKey(name))
{
return null;
}
return _deckStyleDic[name];
}
public AIEmoteSet SearchEmoteSet(string name)
{
if (!emoteDic.ContainsKey(name))
{
return null;
}
return emoteDic[name];
}
public AIDeckData GetCommonDic()
{
return _commonDic;
}
public AIDeckData GetAllyCommonDic()
{
return _allyCommonDic;
}
public void RegisterCommonStyle(List<AIPolicyDataAsset> assetList)
{
_commonStyle.CreateFromAsset(assetList);
}
public bool RegisterDeckStyle(string styleName, List<AIPolicyDataAsset> assetList)
{
if (_deckStyleDic.ContainsKey(styleName))
{
return false;
}
AIStyleData aIStyleData = new AIStyleData();
aIStyleData.CreateFromAsset(assetList);
_deckStyleDic.Add(styleName, aIStyleData);
return true;
}
public static List<int> GetAIDeckCardList(string deckname)
{
List<int> list = new List<int>();
foreach (AICardData value in GameMgr.GetIns().GetDataMgr().m_AIDataLibrary.SearchDeckData(deckname).CardDic.Values)
{
for (int i = 0; i < value.CardNum; i++)
{
list.Add(value.CardID);
}
}
return list;
}
}