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.
185 lines
6.7 KiB
C#
185 lines
6.7 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Wizard;
|
|
|
|
public static class AITargetSelectUtility
|
|
{
|
|
public static List<AIVirtualTargetSelectInfo> CreateAIVirtualSelectInfo(this AIVirtualCard owner, AIVirtualField field, AIVirtualTargetSelectAction situation)
|
|
{
|
|
List<AIVirtualTargetSelectInfo> resultList = null;
|
|
AIVirtualTargetSelectInfo aIVirtualTargetSelectInfo = CreatePreprocessSelectInfo(owner, field, situation);
|
|
if (aIVirtualTargetSelectInfo != null)
|
|
{
|
|
resultList = AIParamQuery.AddElementToList(aIVirtualTargetSelectInfo, resultList);
|
|
}
|
|
switch (situation.ActionType)
|
|
{
|
|
case AIOperationType.FUSION:
|
|
{
|
|
AIVirtualTargetSelectInfo aIVirtualTargetSelectInfo2 = owner.CreateFusionSelectInfo(field, situation);
|
|
if (aIVirtualTargetSelectInfo2 != null)
|
|
{
|
|
resultList = AIParamQuery.AddElementToList(aIVirtualTargetSelectInfo2, resultList);
|
|
}
|
|
else
|
|
{
|
|
AIConsoleUtility.LogError("CreateAIVirtualSelectInfo error!! Cannot find fusion selectInfo of " + owner.CardName + " !!!!!");
|
|
}
|
|
break;
|
|
}
|
|
case AIOperationType.EVOLVE:
|
|
RegisterEvoSelectInfo(owner, field, situation, ref resultList);
|
|
break;
|
|
case AIOperationType.PLAY:
|
|
RegisterWhenPlaySelectInfo(owner, field, situation, ref resultList);
|
|
break;
|
|
}
|
|
AIPreprocessSimulationUtility.ResetPreprocess(situation, field);
|
|
return resultList;
|
|
}
|
|
|
|
private static AIVirtualTargetSelectInfo CreatePreprocessSelectInfo(AIVirtualCard owner, AIVirtualField field, AIVirtualTargetSelectAction situation)
|
|
{
|
|
AIScriptTokenArgType aIScriptTokenArgType = AIPreprocessSimulationUtility.ConvertAIOperationTypeToTiming(situation.ActionType);
|
|
if (aIScriptTokenArgType != AIScriptTokenArgType.NONE)
|
|
{
|
|
AIPreprocessSimulationUtility.SimulatePreprocess(situation.Actor, situation, field, aIScriptTokenArgType, isPseudo: true);
|
|
if (situation.PreprocessRecorder.TotalBurialCount > 0)
|
|
{
|
|
AIVirtualTargetSelectInfo burialSelectInfo = owner.GetBurialSelectInfo(field, situation);
|
|
if (burialSelectInfo != null)
|
|
{
|
|
return burialSelectInfo;
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private static AIVirtualTargetSelectInfo CreateFusionSelectInfo(this AIVirtualCard owner, AIVirtualField field, AIVirtualTargetSelectAction situation)
|
|
{
|
|
if (owner.TagCollectionContainer.HasTag(AIPlayTagType.Fusion))
|
|
{
|
|
return owner.TagCollectionContainer.FusionTags.GetSelectInfo(owner, field, situation);
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private static AIVirtualTargetSelectInfo CreateChoiceSelectInfoAndGetRealActor(AIVirtualCard owner, AIVirtualField field, AIVirtualTargetSelectAction situation, out AIVirtualCard realActor)
|
|
{
|
|
realActor = owner;
|
|
AIVirtualTargetSelectInfo choiceSelectInfo = owner.GetChoiceSelectInfo(field, situation);
|
|
if (choiceSelectInfo != null)
|
|
{
|
|
if (situation.IsChoiceAndChangeActor(field))
|
|
{
|
|
if (!situation.Actor.IsSameCard(owner))
|
|
{
|
|
realActor = situation.Actor;
|
|
situation.SetChoicedTargetInInfo(situation.Actor);
|
|
}
|
|
else
|
|
{
|
|
AISelectedTargetInfo choiceTargets = choiceSelectInfo.GetChoiceTargets(owner, field, null, situation);
|
|
if (choiceTargets != null && choiceTargets.HasTarget)
|
|
{
|
|
AIVirtualCard firstTarget = choiceTargets.FirstTarget;
|
|
situation.SetActor(firstTarget);
|
|
situation.SetChoicedMultipleTargetInInfo(choiceTargets.Targets);
|
|
realActor = AITokenManager.ProcessToken(firstTarget.BaseCard, field);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
realActor = situation.Actor;
|
|
}
|
|
return choiceSelectInfo;
|
|
}
|
|
|
|
private static void RegisterEvoSelectInfo(AIVirtualCard actor, AIVirtualField field, AIVirtualTargetSelectAction situation, ref List<AIVirtualTargetSelectInfo> resultList)
|
|
{
|
|
AIVirtualCard realActor;
|
|
AIVirtualTargetSelectInfo aIVirtualTargetSelectInfo = CreateChoiceSelectInfoAndGetRealActor(actor, field, situation, out realActor);
|
|
if (aIVirtualTargetSelectInfo != null)
|
|
{
|
|
resultList = AIParamQuery.AddElementToList(aIVirtualTargetSelectInfo, resultList);
|
|
}
|
|
if (realActor.TagCollectionContainer.HasTagCollection(TagCollectionType.WhenEvo))
|
|
{
|
|
((IAITargetSelectTagCollection)realActor.TagCollectionContainer.EvoTags).AddSelectInfoToSelectInfoList(realActor, field, (AISituationInfo)situation, ref resultList);
|
|
}
|
|
}
|
|
|
|
private static void RegisterWhenPlaySelectInfo(AIVirtualCard actor, AIVirtualField field, AIVirtualTargetSelectAction situation, ref List<AIVirtualTargetSelectInfo> resultList)
|
|
{
|
|
AIVirtualCard realActor;
|
|
AIVirtualTargetSelectInfo aIVirtualTargetSelectInfo = CreateChoiceSelectInfoAndGetRealActor(actor, field, situation, out realActor);
|
|
if (aIVirtualTargetSelectInfo != null)
|
|
{
|
|
resultList = AIParamQuery.AddElementToList(aIVirtualTargetSelectInfo, resultList);
|
|
}
|
|
if (realActor.TagCollectionContainer.HasTagCollection(TagCollectionType.Fanfare))
|
|
{
|
|
realActor.TagCollectionContainer.FanfareTags.AddSelectInfoToSelectInfoList(realActor, field, situation, ref resultList);
|
|
}
|
|
if (realActor.TagCollectionContainer.HasTagCollection(TagCollectionType.Play))
|
|
{
|
|
realActor.TagCollectionContainer.PlayTags.AddSelectInfoToSelectInfoList(realActor, field, situation, ref resultList);
|
|
}
|
|
}
|
|
|
|
public static List<AIVirtualCard> GetProspectedTargetWithPlayPtnUsableCardCheck(List<AIVirtualCard> candidates, AIVirtualField field, AIVirtualTargetSelectAction situation, AISinglePlayptnRecord playPtnRecord, int selectCount, Func<AIVirtualCard, AIVirtualField, List<int>, AIVirtualTargetSelectAction, float> skillValue, out bool isBreakPlayptn)
|
|
{
|
|
isBreakPlayptn = false;
|
|
if (candidates == null || candidates.Count <= 0)
|
|
{
|
|
return null;
|
|
}
|
|
List<AIVirtualCard> list = new List<AIVirtualCard>();
|
|
List<float> list2 = new List<float>();
|
|
for (int i = 0; i < candidates.Count; i++)
|
|
{
|
|
AIVirtualCard aIVirtualCard = candidates[i];
|
|
if (aIVirtualCard.IsSameCard(situation.Actor) || aIVirtualCard.IsSameCard(situation.OriginalCard))
|
|
{
|
|
continue;
|
|
}
|
|
float num = skillValue(aIVirtualCard, field, playPtnRecord.PlayPtn, situation);
|
|
if (playPtnRecord.IsUsableHandCard(aIVirtualCard))
|
|
{
|
|
num += 100f;
|
|
}
|
|
if (list.Count < selectCount)
|
|
{
|
|
list.Add(aIVirtualCard);
|
|
list2.Add(num);
|
|
continue;
|
|
}
|
|
for (int j = 0; j < list2.Count; j++)
|
|
{
|
|
float num2 = list2[j];
|
|
AIVirtualCard aIVirtualCard2 = list[j];
|
|
if (num > num2)
|
|
{
|
|
list2[j] = num;
|
|
list[j] = aIVirtualCard;
|
|
num = num2;
|
|
aIVirtualCard = aIVirtualCard2;
|
|
}
|
|
}
|
|
}
|
|
if (list.Count < selectCount)
|
|
{
|
|
return null;
|
|
}
|
|
if (!playPtnRecord.IsAllTargetsUsableHandCard(list))
|
|
{
|
|
isBreakPlayptn = true;
|
|
}
|
|
return list;
|
|
}
|
|
}
|