Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AITyrantOrderSelectLogicArgument.cs
gamer147 824309ec44 feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the
AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed
the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
2026-06-05 20:30:59 -04:00

43 lines
1.9 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AITyrantOrderSelectLogicArgument : AISelectLogicArgumentBase
{
public override AIScriptTokenArgType LogicType => AIScriptTokenArgType.TYRANT_ORDER_LOGIC;
public AITyrantOrderSelectLogicArgument(List<string> args)
: base(args)
{
}
public override AIVirtualCard SelectSingleTarget(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, AISelectTargetPattern worstOrBest)
{
AIConsoleUtility.LogError("AITyrantOrderSelectLogicArgument: This logic is cant use single target select");
return null;
}
public override List<AIVirtualCard> SelectMultipleSelectedTargets(List<AIVirtualCard> candidates, int selectCount, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, AISelectTargetPattern worstOrBest)
{
List<AIVirtualCard> list = new List<AIVirtualCard>(candidates);
list.RemoveAll((AIVirtualCard c) => c.IsLeader || c.IsDead || c.IsIndependent || c.IsSneak || c.IsUntouchable);
if (list.Count == selectCount)
{
return list;
}
if (list.Count < selectCount)
{
AIConsoleUtility.LogError("AITyrantOrderSelectLogicArgument:SelectMultipleSelectedTargets() - Targets dont meet the minimum number.");
return null;
}
AIReverseEvaluateValueListOrder aIReverseEvaluateValueListOrder = new AIReverseEvaluateValueListOrder();
for (int num = 0; num < list.Count; num++)
{
AIVirtualCard aIVirtualCard = list[num];
float value = ((!aIVirtualCard.IsForceTargeting) ? ((!aIVirtualCard.IsAmulet) ? AISimulationRemovalUtility.CalculateRemovalValue(aIVirtualCard, field, playPtn, situation, AIRemovalType.Destroy, null) : 0f) : float.MinValue);
aIReverseEvaluateValueListOrder.AddData(value, aIVirtualCard);
}
return aIReverseEvaluateValueListOrder.GetCardList(selectCount);
}
}