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>
62 lines
2.4 KiB
C#
62 lines
2.4 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_heal_modifier : SkillBase
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{
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private HealModifier _healModifier;
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public Skill_heal_modifier(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add_healing, 0);
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int num2 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.set_healing, -1);
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bool isTargetSelfClass = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.type, string.Empty) == "be_healed";
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List<BattleCardBase> list = parameter.targetCards.ToList();
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for (int i = 0; i < list.Count; i++)
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{
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if (num != 0)
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{
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_healModifier = new AddHealModifierInfo(num, base.SkillPrm.selfBattlePlayer.BattleMgr.AllPublishedHealModifierCount++, list[i]);
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}
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else if (num2 != -1)
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{
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_healModifier = new SetHealModifierInfo(num2, base.SkillPrm.selfBattlePlayer.BattleMgr.AllPublishedHealModifierCount++, list[i], isTargetSelfClass);
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}
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list[i].SkillApplyInformation.GiveHealModifier(_healModifier);
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BuffInfo buffInfo = ((num != 0 || num2 != -1) ? AddBuffInfoIfNeeded(list[i]) : null);
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buffInfoContainer.Add(new BuffInfoContainer(list[i], buffInfo, -1, "", null, 0L));
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base.IsActivity = true;
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SetOnLoseEvent(list[i], null, null);
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}
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VfxWithLoading result = CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards);
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillGain(list, this, SkillGainType.HealModifier);
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}
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return result;
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}
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public override VfxWithLoading Stop(SkillProcessor skillProcessor)
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{
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for (int i = 0; i < buffInfoContainer.Count; i++)
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{
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BattleCardBase targetCard = buffInfoContainer[i]._targetCard;
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targetCard.RemoveBuffInfo(buffInfoContainer[i]._buffInfo);
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targetCard.SkillApplyInformation.DepriveHealModifier(_healModifier);
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}
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buffInfoContainer.Clear();
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return base.Stop(skillProcessor);
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}
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public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
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{
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targetCard.OnLoseSkillOneTime += (SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card) => card.IsDead ? ((VfxBase)NullVfx.GetInstance()) : ((VfxBase)Stop(skillProcessor));
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}
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}
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