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

122 lines
3.3 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public static class AIRecoverAttackableCountUtility
{
public static void RecoverAttackableCountTarget(AIScriptTokenArgType targetSelectType, AISituationInfo situation)
{
if (situation != null && situation.IsTargetExists(targetSelectType))
{
RecoverAttackableCountAll(situation.GetSituationTarget(targetSelectType).Targets);
}
}
public static void RecoverAttackableCountTargetPrediction(List<AIVirtualCard> candidatis, int selectCount)
{
if (selectCount > 1)
{
List<AIVirtualCard> list = SelectMultipleTarget(candidatis, selectCount, AISelectTargetPattern.Best);
if (list != null && list.Count > 0)
{
RecoverAttackableCountAll(list);
}
}
else
{
SelectSingleTarget(candidatis, AISelectTargetPattern.Best)?.RecoverAttackableCount();
}
}
public static void RecoverAttackableCountAll(List<AIVirtualCard> targets)
{
if (targets != null)
{
for (int i = 0; i < targets.Count; i++)
{
targets[i].RecoverAttackableCount();
}
}
}
public static AIVirtualCard SelectSingleTarget(List<AIVirtualCard> candidates, AISelectTargetPattern worstOrBest)
{
if (candidates == null || candidates.Count <= 0)
{
return null;
}
AIVirtualCard result = null;
int num = ((worstOrBest == AISelectTargetPattern.Best) ? int.MinValue : int.MaxValue);
for (int i = 0; i < candidates.Count; i++)
{
AIVirtualCard aIVirtualCard = candidates[i];
if (aIVirtualCard.IsUnit && aIVirtualCard.AttackableCount <= 0 && !aIVirtualCard.IsCantAttackAll)
{
int num2 = aIVirtualCard.Attack * aIVirtualCard.MaxAttackableCount;
bool flag = false;
switch (worstOrBest)
{
case AISelectTargetPattern.Best:
flag = num2 > num;
break;
case AISelectTargetPattern.Worst:
flag = num2 < num;
break;
}
if (flag)
{
result = aIVirtualCard;
num = num2;
}
}
}
return result;
}
private static List<AIVirtualCard> SelectMultipleTarget(List<AIVirtualCard> candidates, int selectCount, AISelectTargetPattern worstOrBest)
{
if (candidates == null || candidates.Count <= 0)
{
return null;
}
List<AIVirtualCard> list = null;
for (int i = 0; i < selectCount; i++)
{
if (list != null && list.Count == selectCount)
{
break;
}
AIVirtualCard aIVirtualCard = null;
int num = ((worstOrBest == AISelectTargetPattern.Best) ? int.MinValue : int.MaxValue);
for (int j = 0; j < candidates.Count; j++)
{
AIVirtualCard aIVirtualCard2 = candidates[j];
if (aIVirtualCard2.IsUnit && aIVirtualCard2.AttackableCount <= 0 && !aIVirtualCard2.IsCantAttackAll && (list == null || !list.Contains(aIVirtualCard2)))
{
int num2 = aIVirtualCard2.Attack * aIVirtualCard2.MaxAttackableCount;
bool flag = false;
switch (worstOrBest)
{
case AISelectTargetPattern.Best:
flag = num2 > num;
break;
case AISelectTargetPattern.Worst:
flag = num2 < num;
break;
}
if (flag)
{
aIVirtualCard = aIVirtualCard2;
num = num2;
}
}
}
if (aIVirtualCard != null)
{
list = AIParamQuery.AddElementToList(aIVirtualCard, list);
}
}
return list;
}
}