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

146 lines
3.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Wizard;
public static class AIHandPtnCalculator
{
public class PriorityComparer : IComparer<int>
{
private EnemyAI _ai;
private List<int> _playPtn;
private List<float> _priorityList;
public PriorityComparer(EnemyAI ai, List<int> playPtn)
{
_ai = ai;
_playPtn = new List<int>(playPtn);
CreatePriorityList();
}
public int Compare(int leftIndex, int rightIndex)
{
AIVirtualCard aIVirtualCard = _ai.CurrentVirtualField.AllyHandCards[leftIndex];
AIVirtualCard aIVirtualCard2 = _ai.CurrentVirtualField.AllyHandCards[rightIndex];
float num = _priorityList[leftIndex];
float num2 = _priorityList[rightIndex];
if (num > num2)
{
return -1;
}
if (num < num2)
{
return 1;
}
int cost = aIVirtualCard.Cost;
int cost2 = aIVirtualCard2.Cost;
if (cost < cost2)
{
return -1;
}
if (cost > cost2)
{
return 1;
}
if (leftIndex >= rightIndex)
{
return 1;
}
return -1;
}
private void CreatePriorityList()
{
List<AIVirtualCard> allyHandCards = _ai.CurrentVirtualField.AllyHandCards;
_priorityList = new List<float>();
for (int i = 0; i < allyHandCards.Count; i++)
{
AIVirtualCard card = allyHandCards[i];
_priorityList.Add(card.GetPriority(_playPtn));
}
}
}
public static List<Tuple<int, List<int>>> CreateSortedPlayPtnList(EnemyAI ai)
{
List<Tuple<int, List<int>>> list = new List<Tuple<int, List<int>>>();
int count = ai.CurrentVirtualField.AllyHandCards.Count;
int num = (int)Mathf.Pow(2f, count);
List<int> list2 = new List<int>();
for (int i = 0; i < num; i++)
{
ConvertHandPtnIndexToList(i, count, list2);
PrioritySortHand(ai, list2);
Tuple<int, List<int>> item = new Tuple<int, List<int>>
{
first = i,
second = new List<int>(list2)
};
bool flag = false;
for (int j = 0; j < list.Count; j++)
{
if (list[j].second.Count > list2.Count)
{
flag = true;
list.Insert(j, item);
break;
}
}
if (!flag)
{
list.Add(item);
}
}
return list;
}
public static void ConvertHandPtnIndexToList(int handPtnIndex, int handCount, List<int> dstList)
{
int num = handPtnIndex;
dstList.Clear();
for (int i = 0; i < handCount; i++)
{
int num2 = (int)Mathf.Pow(2f, handCount - i - 1);
if (num / num2 > 0)
{
num -= num2;
dstList.Add(i);
}
}
}
public static int ConvertPlayPtnToHandPtnIndex(List<int> playPtn, int handNum)
{
int num = 0;
for (int i = 0; i < playPtn.Count; i++)
{
int num2 = (int)Mathf.Pow(2f, handNum - playPtn[i] - 1);
num += num2;
}
return num;
}
public static void PrioritySortHand(EnemyAI ai, List<int> handList)
{
IComparer<int> comparer = new PriorityComparer(ai, handList);
handList.Sort(comparer);
}
public static ulong CalculatePlayPtnHash(AIVirtualField field, List<int> playPtn)
{
if (playPtn == null || playPtn.Count <= 0)
{
return 0uL;
}
ulong num = 0uL;
for (int i = 0; i < playPtn.Count; i++)
{
AIVirtualCard aIVirtualCard = field.AllyHandCards[playPtn[i]];
num += (ulong)((long)aIVirtualCard.GetHash() * (long)(i + 1));
}
return num;
}
}