engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed, +11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that turns concurrent battles into a type-system property rather than a scope contract. ## What landed **Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a cascading cull across the skill graph, view layer, and receive-path periphery. Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/ IsAINetwork) became `const false`, every guarded block deleted. Field*.cs subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan family reworked to take a mgr param through IMulliganMgr.InitMulligan. Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/ skill filters converted from static ambient reads to per-mgr reads via SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr. **Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient- Context / TestBattleScope in full. Every per-battle mutable slot now lives on the mgr instance itself: mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo / InstanceViewerId / InstanceNetworkAgent / GameMgr BattleManagerBase.GetIns() returns null unconditionally; the residual static flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo, ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the handful of engine-internal readers that still reference their types. Zero BattleAmbient references anywhere in engine + node + tests. Added pre-seeded GameMgr ctor overload threaded through the mgr chain (BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard- BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it to the mgr's ctor — no ambient reach. Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal BEFORE mgr construction. Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to `HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten around per-mgr construction (GetIns() → null is the pinned invariant). ## Regression fixes - **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied by the WireMulliganPhase seam; unit tests exposed the live-path gap. ## Ship state - SVSim.BattleEngine.Tests: 56/56 pass, 2 skip - SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48) - Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs in SVSim.EmulatedEntrypoint, unrelated) - Sequential PVP smoke: verified live (two back-to-back battles, no regression on cleanup/spinup) - Concurrent PVP smoke: verified live Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure analyzer needed to make future cascade cleanup safe (per feedback memory "Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -21,243 +21,6 @@ internal static class EnemyAIUtil
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}
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}
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public const int TempDeckNo = 36;
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public const int SERIES_ID = 25;
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private const int RETRY_MAX = 100;
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private const int LOOP_MAX = 10;
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private static System.Random _rnd = new System.Random();
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public static bool IsSameVirtualCardList(List<AIVirtualCard> right, List<AIVirtualCard> left)
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{
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if (right.Count != left.Count)
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{
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return false;
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}
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for (int i = 0; i < right.Count; i++)
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{
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if (!right[i].IsSameCard(left[i]))
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{
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return false;
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}
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}
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return true;
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}
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public static List<AIMove> GetAllMoves(BattlePlayerPair pair)
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{
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List<AIMove> list = new List<AIMove>();
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List<AIPlayMove> playMoves = GetPlayMoves(pair);
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List<AIAttackMove> attackMoves = GetAttackMoves(pair);
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List<AIEvolMove> evolveMoves = GetEvolveMoves(pair);
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List<AIFusionMove> fusionMoves = GetFusionMoves(pair);
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for (int i = 0; i < playMoves.Count; i++)
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{
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list.Add(playMoves[i]);
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}
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for (int j = 0; j < attackMoves.Count; j++)
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{
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list.Add(attackMoves[j]);
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}
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for (int k = 0; k < evolveMoves.Count; k++)
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{
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list.Add(evolveMoves[k]);
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}
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for (int l = 0; l < fusionMoves.Count; l++)
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{
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list.Add(fusionMoves[l]);
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}
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list.Add(new AITurnEndMove());
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return list;
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}
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public static List<AIFusionMove> GetFusionMoves(BattlePlayerPair pair)
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{
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List<AIFusionMove> list = new List<AIFusionMove>();
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foreach (BattleCardBase handCard in pair.Self.HandCardList)
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{
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if (!handCard.IsFusionable)
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{
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continue;
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}
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List<List<BattleCardBase>> targetsList = GetTargetsList(handCard.GetSelectTypeSkill(isEvolve: false, isFusion: true), pair, handCard, isFusion: true);
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if (targetsList != null)
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{
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for (int i = 0; i < targetsList.Count; i++)
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{
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List<BattleCardBase> targets = targetsList[i];
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list.Add(new AIFusionMove(handCard, targets));
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}
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}
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}
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return list;
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}
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public static List<AIEvolMove> GetEvolveMoves(BattlePlayerPair pair)
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{
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List<AIEvolMove> list = new List<AIEvolMove>();
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foreach (BattleCardBase inPlayCard in pair.Self.InPlayCards)
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{
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if (!inPlayCard.IsUnit || !inPlayCard.CanEvolution(isSkill: false, isSelfBattlePlayer: true))
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{
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continue;
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}
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List<List<BattleCardBase>> targetsList = GetTargetsList(inPlayCard.EvolutionSkills, pair, inPlayCard);
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if (targetsList != null)
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{
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for (int i = 0; i < targetsList.Count; i++)
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{
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List<BattleCardBase> targets = targetsList[i];
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list.Add(new AIEvolMove(inPlayCard, targets));
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}
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}
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else
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{
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list.Add(new AIEvolMove(inPlayCard, null));
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}
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}
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return list;
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}
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public static List<AIAttackMove> GetAttackMoves(BattlePlayerPair pair)
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{
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List<AIAttackMove> list = new List<AIAttackMove>();
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foreach (BattleCardBase inPlayCard in pair.Self.InPlayCards)
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{
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if (!inPlayCard.Attackable)
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{
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continue;
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}
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foreach (BattleCardBase classAndInPlayCard in pair.Opponent.ClassAndInPlayCardList)
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{
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if (AttackSelectControl.CanCardAttackTarget(inPlayCard, classAndInPlayCard, pair.Opponent.InPlayCards))
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{
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list.Add(new AIAttackMove(inPlayCard, classAndInPlayCard));
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}
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}
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}
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return list;
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}
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public static List<AIPlayMove> GetPlayMoves(BattlePlayerPair pair, bool isCheckOnDraw = true)
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{
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List<AIPlayMove> list = new List<AIPlayMove>();
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foreach (BattleCardBase handCard in pair.Self.HandCardList)
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{
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if (!handCard.Movable(isCheckOnDraw))
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{
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continue;
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}
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IEnumerable<SkillBase> enumerable = null;
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if (handCard.IsMutationPlayPp(handCard.SelfBattlePlayer.Pp))
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{
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Skill_transform accelerateOrCrystallizeTransformSkill = handCard.GetAccelerateOrCrystallizeTransformSkill();
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if (accelerateOrCrystallizeTransformSkill != null)
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{
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enumerable = handCard.SelfBattlePlayer.BattleMgr.CreateTransformCardRegisterVfx(accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard, accelerateOrCrystallizeTransformSkill.TransformId, accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard.IsPlayer).GetSelectTypeSkill();
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}
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}
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if (enumerable == null)
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{
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enumerable = handCard.GetSelectTypeSkill();
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}
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List<List<BattleCardBase>> targetsList = GetTargetsList(enumerable, pair, handCard);
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if (targetsList != null)
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{
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for (int i = 0; i < targetsList.Count; i++)
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{
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List<BattleCardBase> targets = targetsList[i];
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list.Add(new AIPlayMove(handCard, targets));
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}
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}
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else
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{
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list.Add(new AIPlayMove(handCard, null));
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}
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}
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return list;
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}
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private static List<List<BattleCardBase>> GetTargetsList(IEnumerable<SkillBase> skills, BattlePlayerPair pair, BattleCardBase card, bool isFusion = false)
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{
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List<SelectableInfo> selectablesList = GetSelectablesList(skills, pair, card);
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Dictionary<int, List<SelectableInfo>> dictionary = new Dictionary<int, List<SelectableInfo>>();
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foreach (SkillBase skill in skills)
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{
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if (!skill.IsChoiceType || !card.Skills.HaveChoiceTransformSkill())
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{
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continue;
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}
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IEnumerable<BattleCardBase> skillUserSelectableTargets = ActionProcessor.GetSkillUserSelectableTargets(skill, pair);
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if (skillUserSelectableTargets == null)
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{
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continue;
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}
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foreach (BattleCardBase item in skillUserSelectableTargets)
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{
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dictionary[item.Index] = GetSelectablesList(item.GetSelectTypeSkill(), pair, item);
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}
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}
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if (selectablesList.Count > 0)
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{
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List<List<BattleCardBase>> list = new List<List<BattleCardBase>>();
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SetupTargetsList(0, new List<BattleCardBase>(), selectablesList, dictionary, list, isFusion);
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return list;
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}
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return null;
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}
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private static List<SelectableInfo> GetSelectablesList(IEnumerable<SkillBase> skills, BattlePlayerPair pair, BattleCardBase card)
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{
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List<SelectableInfo> list = new List<SelectableInfo>();
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foreach (SkillBase skill in skills)
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{
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if (skill.IsBurialRite)
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{
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List<BattleCardBase> burialRiteTarget = SkillPreprocessBurialRite.GetBurialRiteTarget(card.SelfBattlePlayer, card);
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if (burialRiteTarget != null && burialRiteTarget.Count > 0)
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{
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list.Add(new SelectableInfo(burialRiteTarget, 1));
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}
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}
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if (skill.IsUserSelectType)
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{
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IEnumerable<BattleCardBase> skillUserSelectableTargets = ActionProcessor.GetSkillUserSelectableTargets(skill, pair);
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int num = 1;
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if (skillUserSelectableTargets != null)
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{
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num = Mathf.Min(skill.GetSkillSelectCount(), skillUserSelectableTargets.Count());
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list.Add(new SelectableInfo(new List<BattleCardBase>(skillUserSelectableTargets), num));
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}
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}
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if (!skill.IsChoiceType)
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{
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continue;
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}
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IEnumerable<BattleCardBase> skillUserSelectableTargets2 = ActionProcessor.GetSkillUserSelectableTargets(skill, pair);
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if (skillUserSelectableTargets2 == null)
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{
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continue;
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}
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List<BattleCardBase> list2 = new List<BattleCardBase>();
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foreach (BattleCardBase item in skillUserSelectableTargets2)
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{
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card = card.SelfBattlePlayer.BattleMgr.CreateTransformCardRegisterVfx(card, item.CardId, card.SelfBattlePlayer.IsPlayer);
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list2.Add(card);
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}
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int count = 1;
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if (skill.ApplySelectFilter is SkillChoiceSelectFilter)
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{
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count = Math.Max(1, skill.ApplySelectFilter.CalcCount(skill.OptionValue));
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}
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list.Add(new SelectableInfo(list2, count));
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}
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return list;
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}
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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)
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{
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if (depth == selectablesList.Count)
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@@ -353,57 +116,4 @@ internal static class EnemyAIUtil
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SkillCollectionBase.SetupOptionValue(item.OptionValue, pair, playCard, item);
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}
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}
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public static List<int> GetRandomDeck(CardBasePrm.ClanType clan, int seriesRangeStart = 0, int seriesRangeEnd = 25)
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{
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int num = 0;
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int num2 = 0;
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int num3 = 40;
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List<int> deck = new List<int>();
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IEnumerable<CardParameter> allParameters = CardMaster.GetInstanceForBattle().GetAllParameters();
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while (true)
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{
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for (int i = 0; i < num3; i++)
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{
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CardBasePrm.ClanType card_clan = clan;
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if (num2 < 10)
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{
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if (_rnd.Next(9) == 0)
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{
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card_clan = CardBasePrm.ClanType.ALL;
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}
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}
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else if (_rnd.Next(9) != 0)
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{
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card_clan = CardBasePrm.ClanType.ALL;
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}
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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));
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if (source.Count() == 0)
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{
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num++;
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if (num >= 100)
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{
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break;
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}
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i--;
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}
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else
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{
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CardParameter cardParameter = source.ElementAt(_rnd.Next(source.Count()));
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deck.Add(cardParameter.BaseCardId);
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}
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}
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if (deck.Count == 40)
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{
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break;
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}
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if (num2 >= 100)
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{
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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。");
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}
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num2++;
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num3 = 40 - deck.Count;
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}
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return deck;
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}
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}
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