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.
410 lines
12 KiB
C#
410 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Wizard.Battle;
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namespace Wizard;
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internal static class EnemyAIUtil
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{
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private class SelectableInfo
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{
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public List<BattleCardBase> Cards;
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public int Count;
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public SelectableInfo(List<BattleCardBase> cards, int count)
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{
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Cards = cards;
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Count = count;
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}
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}
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public const int TempDeckNo = 36;
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public const int SERIES_ID = 25;
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private const int RETRY_MAX = 100;
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private const int LOOP_MAX = 10;
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private static System.Random _rnd = new System.Random();
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public static bool IsSameVirtualCardList(List<AIVirtualCard> right, List<AIVirtualCard> left)
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{
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if (right.Count != left.Count)
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{
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return false;
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}
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for (int i = 0; i < right.Count; i++)
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{
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if (!right[i].IsSameCard(left[i]))
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{
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return false;
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}
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}
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return true;
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}
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public static List<AIMove> GetAllMoves(BattlePlayerPair pair)
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{
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List<AIMove> list = new List<AIMove>();
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List<AIPlayMove> playMoves = GetPlayMoves(pair);
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List<AIAttackMove> attackMoves = GetAttackMoves(pair);
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List<AIEvolMove> evolveMoves = GetEvolveMoves(pair);
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List<AIFusionMove> fusionMoves = GetFusionMoves(pair);
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for (int i = 0; i < playMoves.Count; i++)
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{
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list.Add(playMoves[i]);
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}
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for (int j = 0; j < attackMoves.Count; j++)
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{
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list.Add(attackMoves[j]);
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}
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for (int k = 0; k < evolveMoves.Count; k++)
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{
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list.Add(evolveMoves[k]);
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}
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for (int l = 0; l < fusionMoves.Count; l++)
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{
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list.Add(fusionMoves[l]);
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}
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list.Add(new AITurnEndMove());
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return list;
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}
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public static List<AIFusionMove> GetFusionMoves(BattlePlayerPair pair)
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{
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List<AIFusionMove> list = new List<AIFusionMove>();
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foreach (BattleCardBase handCard in pair.Self.HandCardList)
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{
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if (!handCard.IsFusionable)
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{
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continue;
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}
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List<List<BattleCardBase>> targetsList = GetTargetsList(handCard.GetSelectTypeSkill(isEvolve: false, isFusion: true), pair, handCard, isFusion: true);
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if (targetsList != null)
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{
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for (int i = 0; i < targetsList.Count; i++)
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{
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List<BattleCardBase> targets = targetsList[i];
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list.Add(new AIFusionMove(handCard, targets));
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}
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}
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}
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return list;
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}
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public static List<AIEvolMove> GetEvolveMoves(BattlePlayerPair pair)
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{
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List<AIEvolMove> list = new List<AIEvolMove>();
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foreach (BattleCardBase inPlayCard in pair.Self.InPlayCards)
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{
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if (!inPlayCard.IsUnit || !inPlayCard.CanEvolution(isSkill: false, isSelfBattlePlayer: true))
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{
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continue;
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}
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List<List<BattleCardBase>> targetsList = GetTargetsList(inPlayCard.EvolutionSkills, pair, inPlayCard);
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if (targetsList != null)
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{
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for (int i = 0; i < targetsList.Count; i++)
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{
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List<BattleCardBase> targets = targetsList[i];
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list.Add(new AIEvolMove(inPlayCard, targets));
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}
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}
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else
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{
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list.Add(new AIEvolMove(inPlayCard, null));
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}
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}
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return list;
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}
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public static List<AIAttackMove> GetAttackMoves(BattlePlayerPair pair)
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{
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List<AIAttackMove> list = new List<AIAttackMove>();
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foreach (BattleCardBase inPlayCard in pair.Self.InPlayCards)
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{
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if (!inPlayCard.Attackable)
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{
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continue;
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}
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foreach (BattleCardBase classAndInPlayCard in pair.Opponent.ClassAndInPlayCardList)
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{
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if (AttackSelectControl.CanCardAttackTarget(inPlayCard, classAndInPlayCard, pair.Opponent.InPlayCards))
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{
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list.Add(new AIAttackMove(inPlayCard, classAndInPlayCard));
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}
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}
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}
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return list;
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}
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public static List<AIPlayMove> GetPlayMoves(BattlePlayerPair pair, bool isCheckOnDraw = true)
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{
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List<AIPlayMove> list = new List<AIPlayMove>();
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foreach (BattleCardBase handCard in pair.Self.HandCardList)
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{
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if (!handCard.Movable(isCheckOnDraw))
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{
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continue;
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}
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IEnumerable<SkillBase> enumerable = null;
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if (handCard.IsMutationPlayPp(handCard.SelfBattlePlayer.Pp))
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{
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Skill_transform accelerateOrCrystallizeTransformSkill = handCard.GetAccelerateOrCrystallizeTransformSkill();
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if (accelerateOrCrystallizeTransformSkill != null)
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{
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enumerable = handCard.SelfBattlePlayer.BattleMgr.CreateTransformCardRegisterVfx(accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard, accelerateOrCrystallizeTransformSkill.TransformId, accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard.IsPlayer).GetSelectTypeSkill();
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}
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}
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if (enumerable == null)
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{
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enumerable = handCard.GetSelectTypeSkill();
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}
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List<List<BattleCardBase>> targetsList = GetTargetsList(enumerable, pair, handCard);
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if (targetsList != null)
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{
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for (int i = 0; i < targetsList.Count; i++)
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{
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List<BattleCardBase> targets = targetsList[i];
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list.Add(new AIPlayMove(handCard, targets));
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}
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}
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else
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{
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list.Add(new AIPlayMove(handCard, null));
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}
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}
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return list;
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}
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private static List<List<BattleCardBase>> GetTargetsList(IEnumerable<SkillBase> skills, BattlePlayerPair pair, BattleCardBase card, bool isFusion = false)
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{
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List<SelectableInfo> selectablesList = GetSelectablesList(skills, pair, card);
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Dictionary<int, List<SelectableInfo>> dictionary = new Dictionary<int, List<SelectableInfo>>();
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foreach (SkillBase skill in skills)
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{
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if (!skill.IsChoiceType || !card.Skills.HaveChoiceTransformSkill())
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{
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continue;
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}
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IEnumerable<BattleCardBase> skillUserSelectableTargets = ActionProcessor.GetSkillUserSelectableTargets(skill, pair);
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if (skillUserSelectableTargets == null)
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{
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continue;
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}
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foreach (BattleCardBase item in skillUserSelectableTargets)
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{
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dictionary[item.Index] = GetSelectablesList(item.GetSelectTypeSkill(), pair, item);
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}
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}
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if (selectablesList.Count > 0)
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{
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List<List<BattleCardBase>> list = new List<List<BattleCardBase>>();
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SetupTargetsList(0, new List<BattleCardBase>(), selectablesList, dictionary, list, isFusion);
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return list;
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}
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return null;
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}
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private static List<SelectableInfo> GetSelectablesList(IEnumerable<SkillBase> skills, BattlePlayerPair pair, BattleCardBase card)
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{
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List<SelectableInfo> list = new List<SelectableInfo>();
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foreach (SkillBase skill in skills)
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{
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if (skill.IsBurialRite)
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{
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List<BattleCardBase> burialRiteTarget = SkillPreprocessBurialRite.GetBurialRiteTarget(card.SelfBattlePlayer, card);
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if (burialRiteTarget != null && burialRiteTarget.Count > 0)
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{
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list.Add(new SelectableInfo(burialRiteTarget, 1));
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}
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}
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if (skill.IsUserSelectType)
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{
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IEnumerable<BattleCardBase> skillUserSelectableTargets = ActionProcessor.GetSkillUserSelectableTargets(skill, pair);
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int num = 1;
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if (skillUserSelectableTargets != null)
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{
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num = Mathf.Min(skill.GetSkillSelectCount(), skillUserSelectableTargets.Count());
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list.Add(new SelectableInfo(new List<BattleCardBase>(skillUserSelectableTargets), num));
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}
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}
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if (!skill.IsChoiceType)
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{
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continue;
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}
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IEnumerable<BattleCardBase> skillUserSelectableTargets2 = ActionProcessor.GetSkillUserSelectableTargets(skill, pair);
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if (skillUserSelectableTargets2 == null)
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{
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continue;
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}
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List<BattleCardBase> list2 = new List<BattleCardBase>();
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foreach (BattleCardBase item in skillUserSelectableTargets2)
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{
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card = card.SelfBattlePlayer.BattleMgr.CreateTransformCardRegisterVfx(card, item.CardId, card.SelfBattlePlayer.IsPlayer);
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list2.Add(card);
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}
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int count = 1;
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if (skill.ApplySelectFilter is SkillChoiceSelectFilter)
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{
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count = Math.Max(1, skill.ApplySelectFilter.CalcCount(skill.OptionValue));
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}
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list.Add(new SelectableInfo(list2, count));
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}
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return list;
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}
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private static void SetupTargetsList(int depth, List<BattleCardBase> currentList, List<SelectableInfo> selectablesList, Dictionary<int, List<SelectableInfo>> choiceSelectableList, List<List<BattleCardBase>> out_targetsList, bool isFusion = false)
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{
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if (depth == selectablesList.Count)
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{
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out_targetsList.Add(new List<BattleCardBase>(currentList));
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return;
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}
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SelectableInfo selectableInfo = selectablesList[depth];
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if (isFusion)
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{
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int num = (1 << selectableInfo.Cards.Count) - 1;
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for (int i = 1; i <= num; i++)
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{
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int num2 = i;
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int num3 = 0;
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for (int j = 0; j < selectableInfo.Cards.Count; j++)
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{
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BattleCardBase item = selectableInfo.Cards[j];
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if (((num2 >> j) & 1) > 0)
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{
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currentList.Add(item);
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num3++;
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}
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}
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SetupTargetsList(depth + 1, currentList, selectablesList, choiceSelectableList, out_targetsList, isFusion: true);
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for (int k = 0; k < num3; k++)
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{
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currentList.RemoveAt(currentList.Count - 1);
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}
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}
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return;
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}
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List<int> list = new List<int>();
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for (int l = 0; l < selectableInfo.Cards.Count; l++)
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{
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list.Add(l);
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}
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foreach (int[] item2 in AIMathematicsLibrary.EnumerateCombinations(list, selectableInfo.Count))
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{
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BattleCardBase firstCard = selectableInfo.Cards[item2[0]];
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bool flag = true;
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for (int m = 0; m < item2.Length; m++)
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{
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BattleCardBase card = selectableInfo.Cards[item2[m]];
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if (currentList.Any((BattleCardBase c) => c.Index == card.Index && c.IsPlayer == card.IsPlayer))
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{
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flag = false;
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}
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currentList.Add(card);
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}
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if (flag)
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{
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if (choiceSelectableList != null && choiceSelectableList.Any((KeyValuePair<int, List<SelectableInfo>> p) => p.Key == firstCard.Index))
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{
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if (choiceSelectableList[firstCard.Index] != null)
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{
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SetupTargetsList(0, currentList, choiceSelectableList[firstCard.Index], null, out_targetsList);
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}
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}
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else
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{
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SetupTargetsList(depth + 1, currentList, selectablesList, choiceSelectableList, out_targetsList);
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}
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}
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for (int num4 = 0; num4 < item2.Length; num4++)
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{
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currentList.RemoveAt(currentList.Count - 1);
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}
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}
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}
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public static void TurnEnd(BattleManagerBase mgr, bool isPlayer)
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{
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if (isPlayer)
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{
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mgr.VfxMgr.RegisterSequentialVfx(mgr.OperateMgr.PlayerTurnEnd());
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}
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else
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{
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mgr.VfxMgr.RegisterSequentialVfx(mgr.OperateMgr.TurnEndOperation(isPlayer));
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}
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}
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public static void SetupPlayCardSkillOptionValue(BattleCardBase playCard, BattlePlayerPair pair)
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{
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IEnumerable<SkillBase> selectTypeSkill = playCard.GetSelectTypeSkill();
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if (selectTypeSkill == null)
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{
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return;
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}
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foreach (SkillBase item in selectTypeSkill)
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{
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SkillCollectionBase.SetupOptionValue(item.OptionValue, pair, playCard, item);
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}
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}
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public static List<int> GetRandomDeck(CardBasePrm.ClanType clan, int seriesRangeStart = 0, int seriesRangeEnd = 25)
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{
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int num = 0;
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int num2 = 0;
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int num3 = 40;
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List<int> deck = new List<int>();
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IEnumerable<CardParameter> allParameters = CardMaster.GetInstanceForBattle().GetAllParameters();
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while (true)
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{
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for (int i = 0; i < num3; i++)
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{
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CardBasePrm.ClanType card_clan = clan;
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if (num2 < 10)
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{
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if (_rnd.Next(9) == 0)
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{
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card_clan = CardBasePrm.ClanType.ALL;
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}
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}
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else if (_rnd.Next(9) != 0)
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{
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card_clan = CardBasePrm.ClanType.ALL;
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}
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IEnumerable<CardParameter> source = allParameters.Where((CardParameter p) => p.Clan == card_clan && seriesRangeStart <= p.BaseCardId / 1000000 % 100 && p.BaseCardId / 1000000 % 100 <= seriesRangeEnd && p.BaseCardId / 100000000 % 10 == 1 && deck.Count((int id) => id == p.BaseCardId) < 3 && !GameMgr.GetIns().GetDataMgr().IsMaintenanceCard(p.CardId) && !GameMgr.GetIns().GetDataMgr().IsMaintenanceCard(p.BaseCardId));
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if (source.Count() == 0)
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{
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num++;
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if (num >= 100)
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{
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break;
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}
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i--;
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}
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else
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{
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CardParameter cardParameter = source.ElementAt(_rnd.Next(source.Count()));
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deck.Add(cardParameter.BaseCardId);
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}
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}
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if (deck.Count == 40)
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{
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break;
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}
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if (num2 >= 100)
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{
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throw new Exception($"デッキ構築するための使用可能な{clan}カードが不足している可能性があります。カード未実装フラグを解除するか、実装が進んでから再度お試しください。");
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}
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num2++;
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num3 = 40 - deck.Count;
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}
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return deck;
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}
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}
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