ThreeKingdomsSlingshot/Assets/Scripts/Runtime/AI/Sim.cs

101 lines
3.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TKS
{
/// <summary>
/// 가상 실행(dry-run · PD #1098 적 AI 예측 시뮬레이션): Active 동안 ActionResolver 가 연출 없이 한 프레임 안에 끝난다 —
/// Fx 이동·대기·투사체 = 즉시 · 팝업·광역 터짐 = 없음 · 유닛 표시(UnitView) 갱신 없음 · 피해 난수 = 분산 0 · 전투 이벤트 카운터 없음.
/// 상태는 Snapshot 으로 떠 두고 Restore 로 되돌린다(유닛 · 스킬 상태 · 기믹 레이어).
/// </summary>
public static class Sim
{
public static bool Active;
/// <summary>코루틴을 이 프레임 안에서 끝까지 돌린다(중첩 IEnumerator 포함 · null/기타 yield = 즉시 진행).</summary>
public static void Run(IEnumerator routine)
{
if (routine == null) return;
var stack = new Stack<IEnumerator>();
stack.Push(routine);
int guard = 0;
while (stack.Count > 0)
{
if (++guard > 200000)
{
Debug.LogError("[TKS] 가상 실행 루프 상한 초과 — 중단");
return;
}
var top = stack.Peek();
if (!top.MoveNext())
{
stack.Pop();
continue;
}
var cur = top.Current as IEnumerator;
if (cur != null) stack.Push(cur);
}
}
public class UnitSnap
{
public Unit U;
public Vector2 Pos;
public int Hp, MaxHp, Atk, Def;
public bool Acted, Bonus, Overwatch, Collider, Active;
}
public class Snapshot
{
public readonly List<UnitSnap> Units = new List<UnitSnap>();
/// <summary>스킬 상태 전부(유닛별 값 · 시한 효과 · 상태 이상 · 지대 · 2026-11-10 #1112).</summary>
public SkillSystem.State Skills;
public GimmickLayer.Snapshot Gimmicks;
public string Message;
}
public static Snapshot Take(BattleManager bm)
{
var s = new Snapshot { Message = bm.LastMessage };
foreach (var u in bm.Units)
{
if (u == null) continue;
s.Units.Add(new UnitSnap
{
U = u, Pos = u.Position, Hp = u.Hp, MaxHp = u.MaxHp, Atk = u.Atk, Def = u.Def, Acted = u.ActedThisTurn, Bonus = u.BonusMoveAvailable,
Overwatch = u.Overwatch, Collider = u.Collider != null && u.Collider.enabled, Active = u.gameObject.activeSelf
});
}
var sys = bm.Skills;
if (sys != null) s.Skills = sys.TakeState();
if (GimmickLayer.Current != null) s.Gimmicks = GimmickLayer.Current.Take();
return s;
}
public static void Restore(BattleManager bm, Snapshot s)
{
foreach (var x in s.Units)
{
var u = x.U;
if (u == null) continue;
u.Position = x.Pos;
u.Hp = x.Hp;
u.MaxHp = x.MaxHp;
u.Atk = x.Atk;
u.Def = x.Def;
u.ActedThisTurn = x.Acted;
u.BonusMoveAvailable = x.Bonus;
u.Overwatch = x.Overwatch;
if (u.Collider != null) u.Collider.enabled = x.Collider;
if (u.gameObject.activeSelf != x.Active) u.gameObject.SetActive(x.Active);
}
var sys = bm.Skills;
if (sys != null) sys.RestoreState(s.Skills);
if (GimmickLayer.Current != null && s.Gimmicks != null) GimmickLayer.Current.Restore(s.Gimmicks);
bm.LastMessage = s.Message;
Physics2D.SyncTransforms();
}
}
}