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

322 lines
12 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace Wizard;
public class AILethalSimulator
{
private EnemyAI _ai;
private AIOperationSimulatorAccessor _operator;
private AILethalPlan _resultLethalPlan;
private bool _isForceFailedSimulation;
public AIVirtualField CurrentField => _operator.CurrentField;
public AIVirtualField CurrentFieldForNewSimulator { get; private set; }
public AILethalSimulator(EnemyAI ai)
{
_ai = ai;
_operator = new AIOperationSimulatorAccessor(_ai);
CurrentFieldForNewSimulator = new AIVirtualField(_ai.CurrentVirtualField, isLatestAction: false, isPlayptnSimulation: true);
}
public IEnumerator SimulateByAISimulator(AISinglePlayptnRecord playPtnRecord)
{
CurrentFieldForNewSimulator.BestPlayPtn = new List<int>(playPtnRecord.PlayPtn);
CurrentFieldForNewSimulator.RegisterBestPlayPtnRecord(playPtnRecord);
_resultLethalPlan = null;
yield return AILethalSimulation(CurrentFieldForNewSimulator, playPtnRecord, null);
if (_resultLethalPlan != null)
{
_ai.OutputLethalPlan = _resultLethalPlan;
}
}
public IEnumerator AILethalSimulation(AIVirtualField field, AISinglePlayptnRecord playptnRecord, AILethalPlan lethalPlan)
{
AISinglePlayptnRecord nextPlayptnRecord = playptnRecord;
List<PlaySkipInformation> list = null;
AIVirtualCard aIVirtualCard = null;
AILethalPlan aILethalPlan = ((lethalPlan != null) ? lethalPlan.Clone() : new AILethalPlan());
List<AIVirtualCard> list2 = field.CreatePlayCardList(playptnRecord.PlayPtn);
if (list2 != null && list2.Count > 0)
{
for (int i = 0; i < list2.Count; i++)
{
AIVirtualCard baseCard = list2[i];
AIVirtualCard aIVirtualCard2 = field.SearchVirtualCard(baseCard);
if (aIVirtualCard2 == null)
{
AIConsoleUtility.LogError("AILethalSimulation error!! cannot find virtualPlayCard!!!!!");
yield break;
}
List<int> bestPlayPtn = field.BestPlayPtn;
AIVirtualCard aIVirtualCard3 = aIVirtualCard2.FindRealActor(nextPlayptnRecord);
AIVirtualTargetSelectAction aIVirtualTargetSelectAction = new AIVirtualTargetSelectAction(aIVirtualCard3, aIVirtualCard2, AIOperationType.PLAY, (AISelectedTargetInfoSet)null);
aIVirtualTargetSelectAction.forceLethalMode = true;
if (!AIPlayCardSimulationUtility.IsAbleToPlayCard(aIVirtualTargetSelectAction, field))
{
AIConsoleUtility.LogError("AILethalSimulation error!! cannot play card " + aIVirtualCard2.CardName);
yield break;
}
list = aIVirtualCard2.GetPlaySkipInformation(bestPlayPtn, null, aIVirtualTargetSelectAction);
for (int j = 0; j < field.CardListSet.BothClassAndInplayCards.Count; j++)
{
list = field.CardListSet.BothClassAndInplayCards[j].GetPlaySkipInformation(bestPlayPtn, list, aIVirtualTargetSelectAction);
}
if (list != null)
{
aIVirtualCard = aIVirtualCard2;
break;
}
List<int> addedCardIdsWhenPlayout = aIVirtualCard3.GetAddedCardIdsWhenPlayout(field, field.BestPlayPtn, aIVirtualTargetSelectAction);
if (AILethalTargetSelectUtility.LethalSelectTarget(field, aIVirtualTargetSelectAction, nextPlayptnRecord))
{
aILethalPlan.AddAction(aIVirtualTargetSelectAction);
}
ProcessAfterAction(field, nextPlayptnRecord, addedCardIdsWhenPlayout, out nextPlayptnRecord, out var addedPlayCardList);
if (_isForceFailedSimulation)
{
_resultLethalPlan = null;
yield break;
}
if (addedPlayCardList != null && addedPlayCardList.Count > 0)
{
int num = i + 1;
if (num < list2.Count)
{
list2.InsertRange(num, addedPlayCardList);
}
else
{
list2.AddRange(addedPlayCardList);
}
}
if (field.IsSuccess())
{
aILethalPlan.IsSuccess = true;
_resultLethalPlan = aILethalPlan;
yield break;
}
if (field.AllyClass.IsDead)
{
yield break;
}
}
}
List<AIVirtualCard> list3 = CreateEvolutionCardList(field, list);
for (int k = 0; k <= list3.Count; k++)
{
AIVirtualField aIVirtualField = new AIVirtualField(field, isLatestAction: false, isPlayptnSimulation: true);
AILethalPlan aILethalPlan2 = aILethalPlan.Clone();
AIVirtualCard aIVirtualCard4 = ((k > 0) ? list3[k - 1] : null);
List<AIVirtualCard> addedPlayCardList2;
if (aIVirtualCard4 != null)
{
AIVirtualCard aIVirtualCard5 = aIVirtualField.SearchVirtualCard(aIVirtualCard4);
if (aIVirtualCard5.IsAbleEvolution())
{
AIVirtualTargetSelectAction aIVirtualTargetSelectAction2 = new AIVirtualTargetSelectAction(aIVirtualCard5, aIVirtualCard5, AIOperationType.EVOLVE, (AISelectedTargetInfoSet)null);
aIVirtualTargetSelectAction2.forceLethalMode = true;
if (AILethalTargetSelectUtility.LethalSelectTarget(aIVirtualField, aIVirtualTargetSelectAction2, nextPlayptnRecord))
{
aILethalPlan2.AddAction(aIVirtualTargetSelectAction2);
}
ProcessAfterAction(aIVirtualField, nextPlayptnRecord, null, out nextPlayptnRecord, out addedPlayCardList2);
if (_isForceFailedSimulation)
{
_resultLethalPlan = null;
break;
}
if (aIVirtualField.IsSuccess())
{
aILethalPlan2.IsSuccess = true;
_resultLethalPlan = aILethalPlan2;
break;
}
if (aIVirtualField.AllyClass.IsDead)
{
continue;
}
}
}
do
{
AIVirtualAttackInfo aIVirtualAttackInfo = null;
List<AIVirtualCard> allyInplayCards = aIVirtualField.AllyInplayCards;
for (int l = 0; l < allyInplayCards.Count; l++)
{
AIVirtualCard aIVirtualCard6 = allyInplayCards[l];
AIVirtualAttackInfo aIVirtualAttackInfo2 = new AIVirtualAttackInfo(aIVirtualCard6, aIVirtualField.EnemyClass);
if (AIAttackSimulationUtility.IsAttackPossible(aIVirtualField, aIVirtualAttackInfo2) && !aIVirtualAttackInfo2.WillTargetDestroyByAttackTags(aIVirtualField, nextPlayptnRecord.PlayPtn, aIVirtualCard6))
{
aIVirtualAttackInfo = aIVirtualAttackInfo2;
break;
}
}
if (aIVirtualAttackInfo == null)
{
break;
}
AIVirtualAttackSimulator.Attack(aIVirtualAttackInfo, aIVirtualField);
aILethalPlan2.AddAction(aIVirtualAttackInfo);
ProcessAfterAction(aIVirtualField, nextPlayptnRecord, null, out nextPlayptnRecord, out addedPlayCardList2);
if (_isForceFailedSimulation)
{
_resultLethalPlan = null;
yield break;
}
if (aIVirtualField.IsSuccess())
{
aILethalPlan2.IsSuccess = true;
_resultLethalPlan = aILethalPlan2;
yield break;
}
}
while (!aIVirtualField.AllyClass.IsDead);
if (aIVirtualField.AllyClass.IsDead)
{
continue;
}
if (aIVirtualCard != null)
{
AIVirtualCard aIVirtualCard7 = aIVirtualField.SearchVirtualCard(aIVirtualCard);
if (aIVirtualCard7 == null)
{
_isForceFailedSimulation = true;
_resultLethalPlan = null;
break;
}
AIVirtualTargetSelectAction aIVirtualTargetSelectAction3 = new AIVirtualTargetSelectAction(aIVirtualCard7.FindRealActor(nextPlayptnRecord), aIVirtualCard7, AIOperationType.PLAY, (AISelectedTargetInfoSet)null);
aIVirtualTargetSelectAction3.forceLethalMode = true;
List<int> bestPlayPtn2 = aIVirtualField.BestPlayPtn;
List<int> addedCardIdsWhenPlayout2 = aIVirtualCard.GetAddedCardIdsWhenPlayout(field, bestPlayPtn2, aIVirtualTargetSelectAction3);
if (AILethalTargetSelectUtility.LethalSelectTarget(aIVirtualField, aIVirtualTargetSelectAction3, nextPlayptnRecord))
{
aILethalPlan2.AddAction(aIVirtualTargetSelectAction3);
}
else
{
int num2 = aIVirtualField.AllyHandCards.IndexOf(aIVirtualCard7);
if (num2 >= 0)
{
bestPlayPtn2.Remove(num2);
}
}
if (aIVirtualField.IsSuccess())
{
aILethalPlan2.IsSuccess = true;
_resultLethalPlan = aILethalPlan2;
break;
}
ProcessAfterAction(aIVirtualField, nextPlayptnRecord, addedCardIdsWhenPlayout2, out var nextPlayptnRecord2, out addedPlayCardList2);
if (_isForceFailedSimulation)
{
_resultLethalPlan = null;
break;
}
yield return AILethalSimulation(aIVirtualField, nextPlayptnRecord2, aILethalPlan2);
if (_isForceFailedSimulation)
{
_resultLethalPlan = null;
}
break;
}
AIVirtualTurnEndInfo turnEndSituation = new AIVirtualTurnEndInfo(aIVirtualField.AllyClass);
BattleSequencer.ProcessAllyTurnEndToOpponentTurnStart(aIVirtualField, turnEndSituation);
if (aIVirtualField.IsSuccess())
{
aILethalPlan2.IsSuccess = true;
_resultLethalPlan = aILethalPlan2;
break;
}
}
}
private void ProcessAfterAction(AIVirtualField afterActionField, AISinglePlayptnRecord currentPlayptnRecord, List<int> addCardToPlayoutPlayPtnIdList, out AISinglePlayptnRecord nextPlayptnRecord, out List<AIVirtualCard> addedPlayCardList)
{
addedPlayCardList = null;
_isForceFailedSimulation = afterActionField.IsRemovedPlayPtnCard;
if (_isForceFailedSimulation)
{
nextPlayptnRecord = null;
return;
}
List<int> addedHandIndexList = null;
if (addCardToPlayoutPlayPtnIdList != null && addCardToPlayoutPlayPtnIdList.Count > 0)
{
CreateAddCardToPlayoutPlayPtnList(afterActionField, addCardToPlayoutPlayPtnIdList, currentPlayptnRecord, out addedHandIndexList, out addedPlayCardList);
}
afterActionField.UpdateBestPlayptnRecordOnSim(addedHandIndexList);
nextPlayptnRecord = afterActionField.BestPlayptnRecordOnSim;
if (nextPlayptnRecord == null)
{
_isForceFailedSimulation = true;
}
}
private void CreateAddCardToPlayoutPlayPtnList(AIVirtualField afterActionField, List<int> addCardToPlayoutPlayPtnIdList, AISinglePlayptnRecord currentRecord, out List<int> addedHandIndexList, out List<AIVirtualCard> addedHandCardList)
{
addedHandIndexList = null;
addedHandCardList = null;
List<AIVirtualCard> allyHandCards = afterActionField.AllyHandCards;
int num = currentRecord.LastRestPp;
List<int> list = null;
for (int i = 0; i < addCardToPlayoutPlayPtnIdList.Count; i++)
{
int num2 = addCardToPlayoutPlayPtnIdList[i];
for (int j = 0; j < allyHandCards.Count; j++)
{
AIVirtualCard aIVirtualCard = allyHandCards[j];
if ((addedHandIndexList == null || !addedHandIndexList.Contains(j)) && (afterActionField.BestPlayPtn == null || !afterActionField.BestPlayPtn.Contains(j)) && aIVirtualCard.BaseId == num2)
{
AIVirtualTargetSelectAction aIVirtualTargetSelectAction = new AIVirtualTargetSelectAction(aIVirtualCard, aIVirtualCard, AIOperationType.PLAY);
aIVirtualTargetSelectAction.forceLethalMode = true;
list = AIParamQuery.AddElementToList(j, list);
PlaySimulationType playType;
int useCost = aIVirtualCard.GetUseCost(num, list, aIVirtualTargetSelectAction, out playType);
if (0 <= useCost && useCost <= num)
{
num -= useCost;
addedHandIndexList = AIParamQuery.AddElementToList(j, addedHandIndexList);
addedHandCardList = AIParamQuery.AddElementToList(aIVirtualCard, addedHandCardList);
break;
}
}
}
}
}
private List<AIVirtualCard> CreateEvolutionCardList(AIVirtualField field, List<PlaySkipInformation> playSkipInfo)
{
List<AIVirtualCard> list = new List<AIVirtualCard>();
for (int i = 0; i < field.AllyInplayCards.Count; i++)
{
AIVirtualCard aIVirtualCard = field.AllyInplayCards[i];
if (!aIVirtualCard.IsUnit || !aIVirtualCard.IsAbleEvolution())
{
continue;
}
if (playSkipInfo == null || !playSkipInfo.Any())
{
list.Add(aIVirtualCard);
continue;
}
for (int j = 0; j < playSkipInfo.Count; j++)
{
if (playSkipInfo[j].IsEvoCardLegal(aIVirtualCard))
{
list.Add(aIVirtualCard);
break;
}
}
}
return list;
}
}