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

74 lines
2.8 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public static class AIEvalReanimateUtility
{
private const int SIDE_INDEX = 0;
private const int REANIMATE_COST_INDEX = 1;
public static float EvalReanimate(AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, List<AIScriptTokenBase> argList)
{
if (argList.Count < 2)
{
AIConsoleUtility.LogError("EVAL_REANIMATE error!!! argList count = " + argList.Count);
return 0f;
}
argList.Reverse();
if (!TryGetIsSummonToAllySide(argList[0], out var isSummonToAllySide))
{
return 0f;
}
int reanimateCost = (int)argList[1].Value;
argList.RemoveRange(0, 2);
return EvalReanimate(tagOwner, isSummonToAllySide, reanimateCost, argList, playPtn, situation);
}
private static float EvalReanimate(AIVirtualCard tagOwner, bool isSummonAllyField, int reanimateCost, List<AIScriptTokenBase> filters, List<int> playPtn, AISituationInfo situation)
{
float num = 0f;
AIVirtualField selfField = tagOwner.SelfField;
List<AIVirtualCard> list = (((tagOwner.IsAlly && isSummonAllyField) || (!tagOwner.IsAlly && !isSummonAllyField)) ? selfField.CardListSet.AllyDestroyedCards : selfField.CardListSet.EnemyDestroyedCards);
if (list == null || list.Count <= 0)
{
return 0f;
}
list = AIReanimateSimulationUtility.FilteringReanimateTargets(list, reanimateCost, tagOwner, filters, playPtn, situation);
if (list != null && list.Count > 0)
{
for (int i = 0; i < list.Count; i++)
{
AIVirtualCard target = list[i];
num += EvalReanimateTargetValue(target, selfField, playPtn, situation);
}
num /= (float)list.Count;
}
return num * (isSummonAllyField ? 1f : (-1f));
}
public static float EvalReanimateTargetValue(AIVirtualCard target, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
return ((float)(target.DefaultAttack * target.DefaultMaxAttackableCount) + (float)target.DefaultLife + field.StyleQuery.GetUnitBonus(field, target, playPtn)) * field.StyleQuery.GetUnitRate(field, target, playPtn) * target.EvaluateAllBattleBonusRate(playPtn, useOthersTag: true, useIgnoreInBattle: false, situation) + target.GetFieldBonus(playPtn) + target.GetReanimateBonus(playPtn);
}
private static bool TryGetIsSummonToAllySide(AIScriptTokenBase sideToken, out bool isSummonToAllySide)
{
if (sideToken is AIScriptArgumentToken { ArgumentType: var argumentType })
{
switch (argumentType)
{
case AIScriptTokenArgType.ALLY:
isSummonToAllySide = true;
return true;
case AIScriptTokenArgType.OPPONENT:
isSummonToAllySide = false;
return true;
}
}
AIConsoleUtility.LogError("EVAL_REANIMATE error!!! Argument[0] is not ALLY or ENEMY");
isSummonToAllySide = true;
return false;
}
}