Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_damage.cs
gamer147 2d9a6eea4b 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>
2026-07-03 19:18:54 -04:00

455 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_damage : SkillBase
{
private struct BattleLogInfo
{
public int _damage;
public BattleCardBase _damageBefore;
public BattleCardBase _damageAfter;
public BattleCardBase _refrectionDamageBefore;
public BattleCardBase _refrectionDamageAfter;
}
public class PerTargetDamageInfo
{
public int Damage { get; private set; }
public ApplySkillTargetFilterCollection Filter { get; private set; }
public List<BattleCardBase> ApplyCards { get; private set; }
private PerTargetDamageInfo(BattleCardBase owner, int damage, string filterString, SkillBase skill)
{
Damage = damage;
Filter = new ApplySkillTargetFilterCollection();
SkillFilterCreator.SetupTarget(Filter, filterString, owner, skill);
}
public void SetResult(BattlePlayerReadOnlyInfoPair pair, SkillConditionCheckerOption checker, SkillOptionValue optionValue)
{
ApplyCards = Filter.Filtering(pair, checker, optionValue).Cast<BattleCardBase>().ToList();
}
protected static string KeyBracketValue(string text, string key)
{
int num = text.IndexOf(key);
if (num == -1)
{
return string.Empty;
}
text = text.Substring(num);
num = text.IndexOf(")");
if (num == -1)
{
return string.Empty;
}
return text.Substring(key.Length, num - key.Length);
}
public static List<PerTargetDamageInfo> MakeList(BattleCardBase owner, string text, SkillBase skill)
{
List<string> list = new List<string>();
string text2 = string.Empty;
int num = 0;
while (text.Length > 0)
{
switch (text[0])
{
case ':':
if (num == 0)
{
list.Add(text2);
text2 = string.Empty;
}
else
{
text2 += text[0];
}
break;
case '(':
num++;
text2 += text[0];
break;
case ')':
num--;
text2 += text[0];
break;
default:
text2 += text[0];
break;
}
text = text.Substring(1, text.Length - 1);
}
if (text2 != string.Empty)
{
list.Add(text2);
}
List<PerTargetDamageInfo> list2 = new List<PerTargetDamageInfo>();
for (int i = 0; i < list.Count; i++)
{
list2.Add(new PerTargetDamageInfo(owner, int.Parse(KeyBracketValue(list[i], "damage:")), KeyBracketValue(list[i], "target:"), skill));
}
return list2;
}
}
public override bool IsTargetIndicate => false;
public Skill_damage(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter callParameter)
{
List<BattleCardBase> targets = callParameter.targetCards.Where((BattleCardBase t) => !t.IsDead).ToList();
string text = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.type, "_OPT_NULL_");
string text2 = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.per_target_damage, string.Empty);
if (text2 != string.Empty)
{
return TakeDamagePerTarget(targets, callParameter.skillProcessor, text2);
}
if (text == "each_target")
{
return TakeRandomDamageToEachTarget(targets, callParameter.skillProcessor);
}
if (text == "oldest_each_target")
{
return TakeDamageToOldestEachTarget(targets, callParameter.skillProcessor);
}
int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.damage, -1);
if (num == -1)
{
if (base.SkillPrm.selfBattlePlayer.AddDamageByClassUseCard(GetCardType()) == 0)
{
return NullVfxWithLoading.GetInstance();
}
num = 0;
}
if (text == "oldest")
{
return TakeUnfixedDamage(num, targets, callParameter.skillProcessor);
}
return TakeFixedDamage(num, targets, callParameter.skillProcessor);
}
private VfxWithLoading MakeSkillVfx(List<BattleCardBase> targets, List<BattleCardBase.DamageResult> damageResultList, SkillProcessor skillProcessor)
{
VfxWithLoading vfxWithLoading = CreateSkillEffect(base.SkillPrm.resourceMgr, targets);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer3 = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer4 = ParallelVfxPlayer.Create();
parallelVfxPlayer4.Register(base.SkillPrm.ownerCard.SkillApplyInformation.IsSneak ? base.SkillPrm.ownerCard.AfterAddDamage() : NullVfx.GetInstance());
for (int i = 0; i < damageResultList.Count; i++)
{
parallelVfxPlayer.Register(damageResultList[i].PreDamageVfx);
parallelVfxPlayer2.Register(damageResultList[i].Vfx);
parallelVfxPlayer3.Register(damageResultList[i].PostDamageVfx);
}
ParallelVfxPlayer parallelVfxPlayer5 = ParallelVfxPlayer.Create();
foreach (BattleCardBase target in targets)
{
BattleCardBase damageReflectionTarget = target.GetDamageReflectionTarget(isSkillDamage: true);
if (damageReflectionTarget.IsDead)
{
parallelVfxPlayer5.Register(damageReflectionTarget.SelfBattlePlayer.CardManagement(damageReflectionTarget, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, base.UsedRandom, null, null, this));
}
else if (base.UsedRandom)
{
damageReflectionTarget.SelfBattlePlayer.PredictionDamageRandomCards.Add(damageReflectionTarget);
}
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create(parallelVfxPlayer, vfxWithLoading.MainVfx, parallelVfxPlayer4, parallelVfxPlayer2, parallelVfxPlayer3, parallelVfxPlayer5);
vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
return vfxWithLoadingSequential;
}
private void LoggingDamageResult(List<BattleLogInfo> battleLogInfo)
{
if (!IsBattleLog)
{
return;
}
int i = 0;
for (int count = battleLogInfo.Count; i < count; i++)
{
if (battleLogInfo[i]._damageAfter != null)
{
BattleLogManager.GetInstance().AddLogSkillDamage(battleLogInfo[i]._damageBefore, battleLogInfo[i]._damageAfter, battleLogInfo[i]._refrectionDamageBefore, battleLogInfo[i]._refrectionDamageAfter, this);
}
}
}
private void TakeDamageSingle(BattleCardBase.DamageParam damageParam, BattleCardBase target, List<BattleCardBase> damageTargets, List<BattleLogInfo> battleLogInfo, List<BattleCardBase.DamageResult> damageResultList, SkillProcessor skillProcessor)
{
BattleCardBase refrectionDamageBefore = null;
BattleCardBase battleCardBase = null;
BattleCardBase battleCardBase2 = null;
BattleCardBase battleCardBase3 = null;
BattleCardBase damageReflectionTarget = target.GetDamageReflectionTarget(isSkillDamage: true);
if (damageReflectionTarget != target)
{
damageTargets.Add(damageReflectionTarget);
refrectionDamageBefore = damageReflectionTarget.VirtualClone(damageReflectionTarget.SelfBattlePlayer, damageReflectionTarget.OpponentBattlePlayer);
}
else
{
damageTargets.Add(target);
}
battleCardBase = target.VirtualClone(target.SelfBattlePlayer, target.OpponentBattlePlayer);
BattleCardBase.DamageResult damageResult = target.ApplyDamage(this, damageParam, doesAttackerPossessKiller: false, isReflectedDamage: false, skillProcessor, (damageReflectionTarget != target) ? target : null);
if (base.SkillPrm.ownerCard.IsUnit)
{
BattleManagerBase ins = SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr;
base.SkillPrm.ownerCard.SelfBattlePlayer.Class.SkillApplyInformation.CausedDamageLife(damageResult.DamageApplied, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
}
damageResultList.Add(damageResult);
battleCardBase3 = target.VirtualClone(target.SelfBattlePlayer, target.OpponentBattlePlayer);
battleCardBase2 = ((damageReflectionTarget == target) ? battleCardBase3 : damageReflectionTarget.VirtualClone(target.SelfBattlePlayer, target.OpponentBattlePlayer));
if (IsBattleLog)
{
battleLogInfo.Add(new BattleLogInfo
{
_damageBefore = battleCardBase,
_damageAfter = battleCardBase3,
_refrectionDamageBefore = refrectionDamageBefore,
_refrectionDamageAfter = battleCardBase2,
_damage = damageParam.Damage
});
}
}
public string GetCardType()
{
if (base.SkillPrm.ownerCard is UnitBattleCard)
{
return SkillFilterCreator.ContentKeyword.unit.ToString();
}
if (base.SkillPrm.ownerCard is SpellBattleCard)
{
return SkillFilterCreator.ContentKeyword.spell.ToString();
}
if (base.SkillPrm.ownerCard is FieldBattleCard)
{
return SkillFilterCreator.ContentKeyword.field.ToString();
}
if (base.SkillPrm.ownerCard.IsClass)
{
return SkillFilterCreator.ContentKeyword._class.ToStringCustom();
}
return "";
}
private VfxWithLoading TakeFixedDamage(int damage, List<BattleCardBase> targets, SkillProcessor skillProcessor)
{
BattleCardBase.DamageParam damageParam = new BattleCardBase.DamageParam(damage, base.SkillPrm.ownerCard, GetCardType(), base.SkillPrm.ownerCard.Clan);
int damage2 = damageParam.Damage;
List<BattleCardBase> list = new List<BattleCardBase>();
List<BattleLogInfo> battleLogInfo = new List<BattleLogInfo>();
List<BattleCardBase.DamageResult> list2 = new List<BattleCardBase.DamageResult>();
for (int i = 0; i < targets.Count(); i++)
{
TakeDamageSingle(damageParam, targets[i], list, battleLogInfo, list2, skillProcessor);
}
for (int j = 0; j < targets.Count(); j++)
{
RegisterDamageTriggerSkill(skillProcessor, new List<BattleCardBase> { list[j] }, damage2, list2[j]);
}
VfxWithLoading result = MakeSkillVfx(targets, list2, skillProcessor);
LoggingDamageResult(battleLogInfo);
return result;
}
private VfxWithLoading TakeUnfixedDamage(int damage, List<BattleCardBase> targets, SkillProcessor skillProcessor)
{
BattleCardBase.DamageParam damageParam = new BattleCardBase.DamageParam(damage, base.SkillPrm.ownerCard, GetCardType(), base.SkillPrm.ownerCard.Clan);
List<BattleLogInfo> battleLogInfo = new List<BattleLogInfo>();
List<BattleCardBase.DamageResult> list = new List<BattleCardBase.DamageResult>();
int num = damageParam.Damage;
if (targets.Count >= 2 && targets[0].IsClass)
{
BattleCardBase item = targets[0];
targets.RemoveAt(0);
targets.Add(item);
}
List<BattleCardBase> list2 = new List<BattleCardBase>();
for (int i = 0; i < targets.Count(); i++)
{
List<BattleCardBase> list3 = new List<BattleCardBase>();
int num2 = ((i == targets.Count - 1) ? num : Math.Min(num, targets[i].Life));
num -= num2;
damageParam.Damage = num2;
TakeDamageSingle(damageParam, targets[i], list3, battleLogInfo, list, skillProcessor);
RegisterDamageTriggerSkill(skillProcessor, list3, num2, list[i]);
list2.Add(targets[i]);
if (num <= 0)
{
break;
}
}
VfxWithLoading result = MakeSkillVfx(list2, list, skillProcessor);
LoggingDamageResult(battleLogInfo);
return result;
}
public virtual void RegisterDamageTriggerSkill(SkillProcessor skillProcessor, IEnumerable<BattleCardBase> target, int defDamage, BattleCardBase.DamageResult damageResult)
{
base.SkillPrm.selfBattlePlayer.StartSkillWhenDamageSelfAndOther(this, target.ToList(), skillProcessor, defDamage, damageResult.DamageApplied);
}
private VfxWithLoading TakeDamagePerTarget(List<BattleCardBase> targets, SkillProcessor skillProcessor, string perTargetDamageText)
{
List<BattleLogInfo> battleLogInfo = new List<BattleLogInfo>();
List<BattleCardBase.DamageResult> list = new List<BattleCardBase.DamageResult>();
List<PerTargetDamageInfo> list2 = PerTargetDamageInfo.MakeList(base.SkillPrm.ownerCard, perTargetDamageText, this);
BattlePlayerReadOnlyInfoPair pair = new BattlePlayerReadOnlyInfoPair(base.SkillPrm.selfBattlePlayer, base.SkillPrm.opponentBattlePlayer);
SkillConditionCheckerOption checker = new SkillConditionCheckerOption();
for (int i = 0; i < list2.Count; i++)
{
list2[i].SetResult(pair, checker, base.OptionValue);
}
int num = base.SkillPrm.selfBattlePlayer.AddDamageByClassUseCard(GetCardType());
bool flag = false;
int j;
for (j = 0; j < targets.Count; j++)
{
PerTargetDamageInfo perTargetDamageInfo = list2.FirstOrDefault((PerTargetDamageInfo d) => d.ApplyCards.Contains(targets[j]));
if (perTargetDamageInfo == null)
{
continue;
}
List<BattleCardBase> list3 = new List<BattleCardBase>();
int num2 = perTargetDamageInfo.Damage;
if (num2 == -1)
{
if (num <= 0)
{
continue;
}
num2 = 0;
}
BattleCardBase.DamageParam damageParam = new BattleCardBase.DamageParam(num2, base.SkillPrm.ownerCard, GetCardType(), base.SkillPrm.ownerCard.Clan);
TakeDamageSingle(damageParam, targets[j], list3, battleLogInfo, list, skillProcessor);
int damage = damageParam.Damage;
RegisterDamageTriggerSkill(skillProcessor, list3, damage, list[j]);
flag = true;
}
if (!flag)
{
return NullVfxWithLoading.GetInstance();
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(MakeSkillVfx(targets, list, skillProcessor));
LoggingDamageResult(battleLogInfo);
return VfxWithLoading.Create(parallelVfxPlayer);
}
private List<int> GetDamageList(SkillFilterCreator.ContentKeyword damageType)
{
string stringAllParse = base.OptionValue.GetStringAllParse(damageType, ':');
if (string.IsNullOrEmpty(stringAllParse))
{
return null;
}
string[] array = stringAllParse.Split(':');
List<int> list = new List<int>(array.Length);
for (int i = 0; i < array.Length; i++)
{
int item;
try
{
item = base.OptionValue.ParseInt(array[i]);
}
catch
{
item = -1;
}
list.Add(item);
}
return list;
}
private VfxWithLoading TakeRandomDamageToEachTarget(List<BattleCardBase> targets, SkillProcessor skillProcessor)
{
List<int> damageList = GetDamageList(SkillFilterCreator.ContentKeyword.random_damage);
if (damageList == null)
{
return NullVfxWithLoading.GetInstance();
}
List<int> list = new List<int>();
for (int i = 0; i < targets.Count; i++)
{
int index = base.SkillPrm.selfBattlePlayer.BattleMgr.StableRandom(damageList.Count);
list.Add(damageList[index]);
}
return TakeDamageToEachTarget(targets, skillProcessor, list);
}
private VfxWithLoading TakeDamageToOldestEachTarget(List<BattleCardBase> targets, SkillProcessor skillProcessor)
{
List<int> damageList = GetDamageList(SkillFilterCreator.ContentKeyword.damage);
if (damageList == null)
{
return NullVfxWithLoading.GetInstance();
}
List<BattleCardBase> list = targets;
if (targets.Count > damageList.Count)
{
list = list.GetRange(0, damageList.Count);
}
return TakeDamageToEachTarget(list, skillProcessor, damageList);
}
private VfxWithLoading TakeDamageToEachTarget(List<BattleCardBase> targets, SkillProcessor skillProcessor, List<int> damageList)
{
List<BattleLogInfo> battleLogInfo = new List<BattleLogInfo>();
List<BattleCardBase.DamageResult> list = new List<BattleCardBase.DamageResult>();
string cardType = GetCardType();
int num = base.SkillPrm.selfBattlePlayer.AddDamageByClassUseCard(cardType);
List<BattleCardBase.DamageParam?> list2 = new List<BattleCardBase.DamageParam?>();
for (int i = 0; i < targets.Count; i++)
{
if (damageList[i] == -1)
{
if (num <= 0)
{
list2.Add(null);
continue;
}
damageList[i] = 0;
}
list2.Add(new BattleCardBase.DamageParam(damageList[i], base.SkillPrm.ownerCard, GetCardType(), base.SkillPrm.ownerCard.Clan));
}
for (int j = 0; j < targets.Count; j++)
{
if (list2[j].HasValue)
{
BattleCardBase.DamageParam value = list2[j].Value;
List<BattleCardBase> list3 = new List<BattleCardBase>();
TakeDamageSingle(value, targets[j], list3, battleLogInfo, list, skillProcessor);
int damage = value.Damage;
RegisterDamageTriggerSkill(skillProcessor, list3, damage, list[j]);
}
}
if (list2.Any((BattleCardBase.DamageParam? d) => d.HasValue))
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(MakeSkillVfx(targets, list, skillProcessor));
LoggingDamageResult(battleLogInfo);
return VfxWithLoading.Create(parallelVfxPlayer);
}
return NullVfxWithLoading.GetInstance();
}
}