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