refactor(engine-ambient): IsForecast/IsRandomDraw read ambient first, static fallback
Step 2 of multi-instancing migration. Both flags now resolve through BattleAmbient.Current when a scope is active, otherwise hit a static fallback that preserves today's behavior unchanged for unwrapped callers. Suite green: SVSim.BattleEngine.Tests pass; SVSim.UnitTests baseline holds. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -412,9 +412,25 @@ public class BattleManagerBase
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private static BattleManagerBase main;
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public static bool IsRandomDraw = false;
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private static bool _isRandomDrawFallback = false;
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public static bool IsRandomDraw {
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.IsRandomDraw ?? _isRandomDrawFallback;
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set {
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var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
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if (c != null) c.IsRandomDraw = value;
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else _isRandomDrawFallback = value;
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}
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}
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public static bool IsForecast = false;
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private static bool _isForecastFallback = false;
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public static bool IsForecast {
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.IsForecast ?? _isForecastFallback;
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set {
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var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
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if (c != null) c.IsForecast = value;
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else _isForecastFallback = value;
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}
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}
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public BattleLifeTimeSharedObject BattleLifeTimeSharedObject;
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