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

130 lines
2.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Wizard;
public static class AIMathematicsLibrary
{
public static Dictionary<int, List<int[]>> PermListsDictionary = new Dictionary<int, List<int[]>>();
public static IEnumerable<T[]> EnumeratePermutations<T>(List<T> numbers)
{
return _GetPermutations(new List<T>(), numbers);
}
public static List<int[]> EnumerateIndexListPermutations(int count)
{
if (PermListsDictionary.ContainsKey(count))
{
return PermListsDictionary[count];
}
List<int> list = new List<int>();
for (int i = 0; i < count; i++)
{
list.Add(i);
}
List<int[]> list2 = EnumeratePermutations(list).ToList();
PermListsDictionary.Add(count, list2);
return list2;
}
private static IEnumerable<T[]> _GetPermutations<T>(IEnumerable<T> seq, IEnumerable<T> numbers)
{
if (numbers.Count() == 0)
{
yield return seq.ToArray();
yield break;
}
foreach (T number in numbers)
{
IEnumerable<T[]> enumerable = _GetPermutations(seq.Concat(new T[1] { number }), numbers.Where((T x) => !x.Equals(number)));
foreach (T[] item in enumerable)
{
yield return item.ToArray();
}
}
}
public static IEnumerable<T[]> EnumerateCombinations<T>(List<T> numbers, int selectCount)
{
if (numbers.Count == 0)
{
yield return numbers.ToArray();
}
bool[] appearanceMap = new bool[numbers.Count];
for (int i = 0; i < appearanceMap.Length; i++)
{
if (i < selectCount)
{
appearanceMap[i] = true;
}
else
{
appearanceMap[i] = false;
}
}
bool flag = true;
while (flag)
{
yield return numbers.FindAll(delegate(T n)
{
int num6 = numbers.IndexOf(n);
return appearanceMap[num6];
}).ToArray();
flag = false;
for (int num = 0; num < appearanceMap.Length - 1; num++)
{
if (!appearanceMap[num] || appearanceMap[num + 1])
{
continue;
}
appearanceMap[num] = false;
appearanceMap[num + 1] = true;
int num2 = 0;
for (int num3 = 0; num3 < num; num3++)
{
if (appearanceMap[num3])
{
num2++;
}
}
if (num2 < num)
{
for (int num4 = 0; num4 < num2; num4++)
{
appearanceMap[num4] = true;
}
for (int num5 = num2; num5 < num; num5++)
{
appearanceMap[num5] = false;
}
}
flag = true;
break;
}
}
}
public static List<T> GetPatternList<T>(List<T> candidates, int patternIndex)
{
if (patternIndex <= 0)
{
return null;
}
int num = patternIndex;
int count = candidates.Count;
List<T> list = new List<T>();
for (int i = 0; i < count; i++)
{
int num2 = (int)Mathf.Pow(2f, count - i - 1);
if (num / num2 > 0)
{
num -= num2;
list.Add(candidates[i]);
}
}
return list;
}
}