Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/BestInPlayMoveAI.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
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.
2026-06-05 17:22:20 -04:00

216 lines
6.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cute;
namespace Wizard;
public class BestInPlayMoveAI : IBattleSimulationAI
{
private EnemyAI AI;
private InplayMovePatternFilter _patternFilter;
private AIRuleBaseBattleSimulator _ruleBaseSimulator;
private SimulationResult BestRecord;
private SimulationAdditionalActionInfoSet _simAdditionalOptions;
public AIVirtualField Cr_MaxField => BestRecord.BestResultField;
public float Cr_MaxFieldValue => BestRecord.MaxFieldValue;
public float Cr_MaxFieldValueAtSelfTurnEnd => BestRecord.MaxFieldValueAtSelfTurnEnd;
public AIVirtualActionInfo Cr_FirstActionInfo { get; private set; }
public List<AIVirtualActionInfo> Cr_MaxActionInfoSequence => BestRecord.ActionSequence;
public int Cr_minimumActionLengthOnWinPlan => BestRecord.MinActionLengthOfLethal;
public BestInPlayMoveAI(EnemyAI ai)
{
AI = ai;
_patternFilter = new InplayMovePatternFilter();
}
public IEnumerator _CrSimulate(AIVirtualField originalField, bool doesUseEvo, bool checkTimeOverLogic, PlayPtnWithToken[] bestPlayPtnsWithToken = null, SimulationAdditionalActionInfoSet additionalActions = null)
{
AI.IsInVirutalSimulation = true;
_ruleBaseSimulator = new AIRuleBaseBattleSimulator(AI, bestPlayPtnsWithToken, canChangeToTimeOverLogic: false);
BestRecord = new SimulationResult();
_simAdditionalOptions = additionalActions;
ParallelJob job = ParallelJob.Dispatch(delegate
{
try
{
RunSimulation(originalField, doesUseEvo);
}
catch (Exception)
{
}
});
while (!job.isDone)
{
yield return null;
if (checkTimeOverLogic && AI.IsRunWeakLogic)
{
AI.IsInVirutalSimulation = false;
yield break;
}
}
if (Cr_MaxField == null)
{
AI.IsInVirutalSimulation = false;
yield break;
}
if (Cr_MaxActionInfoSequence.Count > 0)
{
Cr_FirstActionInfo = BattleSequencer.GetFirstActionInfo(Cr_MaxActionInfoSequence, Cr_MaxField, Cr_MaxField.BestPlayPtn);
}
AI.IsInVirutalSimulation = false;
}
private void RunSimulation(AIVirtualField originalField, bool doesUseEvo)
{
AIVirtualField originalField2 = new AIVirtualField(originalField);
List<int> enemyFollowers = GetEnemyFollowers(originalField2);
RunAllBreakPattern(originalField2, enemyFollowers, doesUseEvo);
}
private void RunAllBreakPattern(AIVirtualField originalField, List<int> enemyFollowers, bool doesUseEvo)
{
RunOnePattern(doesUseEvo, new List<int>(), originalField, enemyFollowers);
List<ulong> list = new List<ulong>();
int num = enemyFollowers.Count;
while (num > 0 && !AI.IsBattleEnd && !AI.IsRunWeakLogic)
{
int[] patternGroup = AISimulationUtility.GetPatternGroup(num);
if (patternGroup != null)
{
for (int i = 0; i < patternGroup.Length; i++)
{
if (AI.IsBattleEnd)
{
break;
}
if (AI.IsRunWeakLogic)
{
break;
}
List<int> enemyTargets = AISimulationUtility.GetEnemyTargets(originalField.EnemyInplayCards, enemyFollowers, patternGroup[i], originalField.BestPlayPtn);
ulong item = AISimulationUtility.CalculateTargetSequenceHash(enemyTargets.ToArray(), originalField);
if (!list.Contains(item))
{
_patternFilter.CheckBreakPatternCondition(originalField, enemyTargets);
AIOneMoreLastwordUtility.SortEnemyTargetByBreakBonus(originalField, enemyTargets);
RunOnePattern(doesUseEvo, enemyTargets, originalField, enemyFollowers);
list.Add(item);
if (_patternFilter.IsBestBreakPattern)
{
return;
}
}
}
}
num--;
}
}
private void RunOnePattern(bool doesUseEvo, List<int> enemyTargets, AIVirtualField originalField, List<int> enemyFollowers)
{
if (!AISimulationUtility.IsValidEnemyTargetIndexes(originalField.EnemyInplayCards, enemyTargets))
{
return;
}
int num = (doesUseEvo ? originalField.AllyInplayCards.Count : 0);
for (int i = -1; i < num; i++)
{
if (AISimulationUtility.IsValuableEvoIndex(i, originalField))
{
MostValuableAttackPattern(originalField, BestRecord, i, enemyTargets);
}
}
}
private void MostValuableAttackPattern(AIVirtualField originalField, SimulationResult bestRecord, int evoIndex, List<int> enemyTargets)
{
List<int[]> attackerSequencePermLists = AIMathematicsLibrary.EnumeratePermutations(GetAllyInplayIndexLIst(originalField)).ToList();
AIVirtualField dontUseHandAllRemovalFieldSub = null;
if (originalField.IsHandAllRemovalWaiting())
{
dontUseHandAllRemovalFieldSub = new AIVirtualField(originalField);
}
ExecuteAttackSequenceForAllFields(originalField, dontUseHandAllRemovalFieldSub, enemyTargets, attackerSequencePermLists, evoIndex, bestRecord);
}
private void ExecuteAttackSequenceForAllFields(AIVirtualField originalField, AIVirtualField DontUseHandAllRemovalFieldSub, List<int> enemyTargets, List<int[]> attackerSequencePermLists, int evoIndex, SimulationResult bestRecord)
{
List<ulong> list = new List<ulong>();
int count = attackerSequencePermLists.Count;
for (int i = 0; i < count; i++)
{
if (AI.IsRunWeakLogic)
{
break;
}
int[] array = attackerSequencePermLists[i];
ulong item = AISimulationUtility.CalculateAttackSequenceHash(array, originalField);
if (!list.Contains(item))
{
_ruleBaseSimulator.RunSequence(originalField, array, evoIndex, enemyTargets, bestRecord, _simAdditionalOptions, _patternFilter);
if (DontUseHandAllRemovalFieldSub != null)
{
_ruleBaseSimulator.RunSequence(DontUseHandAllRemovalFieldSub, array, evoIndex, enemyTargets, bestRecord, _simAdditionalOptions, _patternFilter);
}
list.Add(item);
}
}
}
private List<int> GetEnemyFollowers(AIVirtualField originalField)
{
List<int> list = new List<int>();
for (int i = 0; i < originalField.EnemyInplayCards.Count; i++)
{
AIVirtualCard aIVirtualCard = originalField.EnemyInplayCards[i];
if (!aIVirtualCard.IsUnit)
{
continue;
}
bool flag = false;
for (int j = 0; j < list.Count; j++)
{
AIVirtualCard aIVirtualCard2 = originalField.EnemyInplayCards[list[j]];
if (EnemyAI.IsLargerThan(aIVirtualCard.Value, aIVirtualCard2.Value))
{
list.Insert(j, i);
flag = true;
break;
}
}
if (!flag)
{
list.Add(i);
}
}
return list;
}
private List<int> GetAllyInplayIndexLIst(AIVirtualField originalField)
{
List<int> list = new List<int>();
for (int i = 0; i < originalField.AllyInplayCards.Count; i++)
{
AIVirtualCard aIVirtualCard = originalField.AllyInplayCards[i];
if (aIVirtualCard.IsUnit && !aIVirtualCard.IsDead && aIVirtualCard.AttackableCount > 0)
{
list.Add(i);
}
}
return list;
}
}