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

410 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard.Battle;
namespace Wizard;
internal static class EnemyAIUtil
{
private class SelectableInfo
{
public List<BattleCardBase> Cards;
public int Count;
public SelectableInfo(List<BattleCardBase> cards, int count)
{
Cards = cards;
Count = count;
}
}
public const int TempDeckNo = 36;
public const int SERIES_ID = 25;
private const int RETRY_MAX = 100;
private const int LOOP_MAX = 10;
private static System.Random _rnd = new System.Random();
public static bool IsSameVirtualCardList(List<AIVirtualCard> right, List<AIVirtualCard> left)
{
if (right.Count != left.Count)
{
return false;
}
for (int i = 0; i < right.Count; i++)
{
if (!right[i].IsSameCard(left[i]))
{
return false;
}
}
return true;
}
public static List<AIMove> GetAllMoves(BattlePlayerPair pair)
{
List<AIMove> list = new List<AIMove>();
List<AIPlayMove> playMoves = GetPlayMoves(pair);
List<AIAttackMove> attackMoves = GetAttackMoves(pair);
List<AIEvolMove> evolveMoves = GetEvolveMoves(pair);
List<AIFusionMove> fusionMoves = GetFusionMoves(pair);
for (int i = 0; i < playMoves.Count; i++)
{
list.Add(playMoves[i]);
}
for (int j = 0; j < attackMoves.Count; j++)
{
list.Add(attackMoves[j]);
}
for (int k = 0; k < evolveMoves.Count; k++)
{
list.Add(evolveMoves[k]);
}
for (int l = 0; l < fusionMoves.Count; l++)
{
list.Add(fusionMoves[l]);
}
list.Add(new AITurnEndMove());
return list;
}
public static List<AIFusionMove> GetFusionMoves(BattlePlayerPair pair)
{
List<AIFusionMove> list = new List<AIFusionMove>();
foreach (BattleCardBase handCard in pair.Self.HandCardList)
{
if (!handCard.IsFusionable)
{
continue;
}
List<List<BattleCardBase>> targetsList = GetTargetsList(handCard.GetSelectTypeSkill(isEvolve: false, isFusion: true), pair, handCard, isFusion: true);
if (targetsList != null)
{
for (int i = 0; i < targetsList.Count; i++)
{
List<BattleCardBase> targets = targetsList[i];
list.Add(new AIFusionMove(handCard, targets));
}
}
}
return list;
}
public static List<AIEvolMove> GetEvolveMoves(BattlePlayerPair pair)
{
List<AIEvolMove> list = new List<AIEvolMove>();
foreach (BattleCardBase inPlayCard in pair.Self.InPlayCards)
{
if (!inPlayCard.IsUnit || !inPlayCard.CanEvolution(isSkill: false, isSelfBattlePlayer: true))
{
continue;
}
List<List<BattleCardBase>> targetsList = GetTargetsList(inPlayCard.EvolutionSkills, pair, inPlayCard);
if (targetsList != null)
{
for (int i = 0; i < targetsList.Count; i++)
{
List<BattleCardBase> targets = targetsList[i];
list.Add(new AIEvolMove(inPlayCard, targets));
}
}
else
{
list.Add(new AIEvolMove(inPlayCard, null));
}
}
return list;
}
public static List<AIAttackMove> GetAttackMoves(BattlePlayerPair pair)
{
List<AIAttackMove> list = new List<AIAttackMove>();
foreach (BattleCardBase inPlayCard in pair.Self.InPlayCards)
{
if (!inPlayCard.Attackable)
{
continue;
}
foreach (BattleCardBase classAndInPlayCard in pair.Opponent.ClassAndInPlayCardList)
{
if (AttackSelectControl.CanCardAttackTarget(inPlayCard, classAndInPlayCard, pair.Opponent.InPlayCards))
{
list.Add(new AIAttackMove(inPlayCard, classAndInPlayCard));
}
}
}
return list;
}
public static List<AIPlayMove> GetPlayMoves(BattlePlayerPair pair, bool isCheckOnDraw = true)
{
List<AIPlayMove> list = new List<AIPlayMove>();
foreach (BattleCardBase handCard in pair.Self.HandCardList)
{
if (!handCard.Movable(isCheckOnDraw))
{
continue;
}
IEnumerable<SkillBase> enumerable = null;
if (handCard.IsMutationPlayPp(handCard.SelfBattlePlayer.Pp))
{
Skill_transform accelerateOrCrystallizeTransformSkill = handCard.GetAccelerateOrCrystallizeTransformSkill();
if (accelerateOrCrystallizeTransformSkill != null)
{
enumerable = handCard.SelfBattlePlayer.BattleMgr.CreateTransformCardRegisterVfx(accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard, accelerateOrCrystallizeTransformSkill.TransformId, accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard.IsPlayer).GetSelectTypeSkill();
}
}
if (enumerable == null)
{
enumerable = handCard.GetSelectTypeSkill();
}
List<List<BattleCardBase>> targetsList = GetTargetsList(enumerable, pair, handCard);
if (targetsList != null)
{
for (int i = 0; i < targetsList.Count; i++)
{
List<BattleCardBase> targets = targetsList[i];
list.Add(new AIPlayMove(handCard, targets));
}
}
else
{
list.Add(new AIPlayMove(handCard, null));
}
}
return list;
}
private static List<List<BattleCardBase>> GetTargetsList(IEnumerable<SkillBase> skills, BattlePlayerPair pair, BattleCardBase card, bool isFusion = false)
{
List<SelectableInfo> selectablesList = GetSelectablesList(skills, pair, card);
Dictionary<int, List<SelectableInfo>> dictionary = new Dictionary<int, List<SelectableInfo>>();
foreach (SkillBase skill in skills)
{
if (!skill.IsChoiceType || !card.Skills.HaveChoiceTransformSkill())
{
continue;
}
IEnumerable<BattleCardBase> skillUserSelectableTargets = ActionProcessor.GetSkillUserSelectableTargets(skill, pair);
if (skillUserSelectableTargets == null)
{
continue;
}
foreach (BattleCardBase item in skillUserSelectableTargets)
{
dictionary[item.Index] = GetSelectablesList(item.GetSelectTypeSkill(), pair, item);
}
}
if (selectablesList.Count > 0)
{
List<List<BattleCardBase>> list = new List<List<BattleCardBase>>();
SetupTargetsList(0, new List<BattleCardBase>(), selectablesList, dictionary, list, isFusion);
return list;
}
return null;
}
private static List<SelectableInfo> GetSelectablesList(IEnumerable<SkillBase> skills, BattlePlayerPair pair, BattleCardBase card)
{
List<SelectableInfo> list = new List<SelectableInfo>();
foreach (SkillBase skill in skills)
{
if (skill.IsBurialRite)
{
List<BattleCardBase> burialRiteTarget = SkillPreprocessBurialRite.GetBurialRiteTarget(card.SelfBattlePlayer, card);
if (burialRiteTarget != null && burialRiteTarget.Count > 0)
{
list.Add(new SelectableInfo(burialRiteTarget, 1));
}
}
if (skill.IsUserSelectType)
{
IEnumerable<BattleCardBase> skillUserSelectableTargets = ActionProcessor.GetSkillUserSelectableTargets(skill, pair);
int num = 1;
if (skillUserSelectableTargets != null)
{
num = Mathf.Min(skill.GetSkillSelectCount(), skillUserSelectableTargets.Count());
list.Add(new SelectableInfo(new List<BattleCardBase>(skillUserSelectableTargets), num));
}
}
if (!skill.IsChoiceType)
{
continue;
}
IEnumerable<BattleCardBase> skillUserSelectableTargets2 = ActionProcessor.GetSkillUserSelectableTargets(skill, pair);
if (skillUserSelectableTargets2 == null)
{
continue;
}
List<BattleCardBase> list2 = new List<BattleCardBase>();
foreach (BattleCardBase item in skillUserSelectableTargets2)
{
card = card.SelfBattlePlayer.BattleMgr.CreateTransformCardRegisterVfx(card, item.CardId, card.SelfBattlePlayer.IsPlayer);
list2.Add(card);
}
int count = 1;
if (skill.ApplySelectFilter is SkillChoiceSelectFilter)
{
count = Math.Max(1, skill.ApplySelectFilter.CalcCount(skill.OptionValue));
}
list.Add(new SelectableInfo(list2, count));
}
return list;
}
private static void SetupTargetsList(int depth, List<BattleCardBase> currentList, List<SelectableInfo> selectablesList, Dictionary<int, List<SelectableInfo>> choiceSelectableList, List<List<BattleCardBase>> out_targetsList, bool isFusion = false)
{
if (depth == selectablesList.Count)
{
out_targetsList.Add(new List<BattleCardBase>(currentList));
return;
}
SelectableInfo selectableInfo = selectablesList[depth];
if (isFusion)
{
int num = (1 << selectableInfo.Cards.Count) - 1;
for (int i = 1; i <= num; i++)
{
int num2 = i;
int num3 = 0;
for (int j = 0; j < selectableInfo.Cards.Count; j++)
{
BattleCardBase item = selectableInfo.Cards[j];
if (((num2 >> j) & 1) > 0)
{
currentList.Add(item);
num3++;
}
}
SetupTargetsList(depth + 1, currentList, selectablesList, choiceSelectableList, out_targetsList, isFusion: true);
for (int k = 0; k < num3; k++)
{
currentList.RemoveAt(currentList.Count - 1);
}
}
return;
}
List<int> list = new List<int>();
for (int l = 0; l < selectableInfo.Cards.Count; l++)
{
list.Add(l);
}
foreach (int[] item2 in AIMathematicsLibrary.EnumerateCombinations(list, selectableInfo.Count))
{
BattleCardBase firstCard = selectableInfo.Cards[item2[0]];
bool flag = true;
for (int m = 0; m < item2.Length; m++)
{
BattleCardBase card = selectableInfo.Cards[item2[m]];
if (currentList.Any((BattleCardBase c) => c.Index == card.Index && c.IsPlayer == card.IsPlayer))
{
flag = false;
}
currentList.Add(card);
}
if (flag)
{
if (choiceSelectableList != null && choiceSelectableList.Any((KeyValuePair<int, List<SelectableInfo>> p) => p.Key == firstCard.Index))
{
if (choiceSelectableList[firstCard.Index] != null)
{
SetupTargetsList(0, currentList, choiceSelectableList[firstCard.Index], null, out_targetsList);
}
}
else
{
SetupTargetsList(depth + 1, currentList, selectablesList, choiceSelectableList, out_targetsList);
}
}
for (int num4 = 0; num4 < item2.Length; num4++)
{
currentList.RemoveAt(currentList.Count - 1);
}
}
}
public static void TurnEnd(BattleManagerBase mgr, bool isPlayer)
{
if (isPlayer)
{
mgr.VfxMgr.RegisterSequentialVfx(mgr.OperateMgr.PlayerTurnEnd());
}
else
{
mgr.VfxMgr.RegisterSequentialVfx(mgr.OperateMgr.TurnEndOperation(isPlayer));
}
}
public static void SetupPlayCardSkillOptionValue(BattleCardBase playCard, BattlePlayerPair pair)
{
IEnumerable<SkillBase> selectTypeSkill = playCard.GetSelectTypeSkill();
if (selectTypeSkill == null)
{
return;
}
foreach (SkillBase item in selectTypeSkill)
{
SkillCollectionBase.SetupOptionValue(item.OptionValue, pair, playCard, item);
}
}
public static List<int> GetRandomDeck(CardBasePrm.ClanType clan, int seriesRangeStart = 0, int seriesRangeEnd = 25)
{
int num = 0;
int num2 = 0;
int num3 = 40;
List<int> deck = new List<int>();
IEnumerable<CardParameter> allParameters = CardMaster.GetInstanceForBattle().GetAllParameters();
while (true)
{
for (int i = 0; i < num3; i++)
{
CardBasePrm.ClanType card_clan = clan;
if (num2 < 10)
{
if (_rnd.Next(9) == 0)
{
card_clan = CardBasePrm.ClanType.ALL;
}
}
else if (_rnd.Next(9) != 0)
{
card_clan = CardBasePrm.ClanType.ALL;
}
IEnumerable<CardParameter> source = allParameters.Where((CardParameter p) => p.Clan == card_clan && seriesRangeStart <= p.BaseCardId / 1000000 % 100 && p.BaseCardId / 1000000 % 100 <= seriesRangeEnd && p.BaseCardId / 100000000 % 10 == 1 && deck.Count((int id) => id == p.BaseCardId) < 3 && !GameMgr.GetIns().GetDataMgr().IsMaintenanceCard(p.CardId) && !GameMgr.GetIns().GetDataMgr().IsMaintenanceCard(p.BaseCardId));
if (source.Count() == 0)
{
num++;
if (num >= 100)
{
break;
}
i--;
}
else
{
CardParameter cardParameter = source.ElementAt(_rnd.Next(source.Count()));
deck.Add(cardParameter.BaseCardId);
}
}
if (deck.Count == 40)
{
break;
}
if (num2 >= 100)
{
throw new Exception($"デッキ構築するための使用可能な{clan}カードが不足している可能性があります。カード未実装フラグを解除するか、実装が進んでから再度お試しください。");
}
num2++;
num3 = 40 - deck.Count;
}
return deck;
}
}