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>
113 lines
3.9 KiB
C#
113 lines
3.9 KiB
C#
using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_possess_ep_modifier : SkillBase
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{
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public static readonly int EP_NONE = -1;
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public Skill_possess_ep_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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if (base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast)
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{
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return NullVfxWithLoading.GetInstance();
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}
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int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add_eptotal, 0);
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int num2 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add_ep, 0);
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int num3 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.set_ep, EP_NONE);
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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int currentEpCount = targetCard.SelfBattlePlayer.CurrentEpCount;
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if (num2 != 0)
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{
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parallelVfxPlayer.Register(AddEp(parameter.skillProcessor, num2, targetCard.SelfBattlePlayer));
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}
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else if (num != 0)
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{
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parallelVfxPlayer.Register(AddEpTotal(parameter.skillProcessor, num, targetCard.SelfBattlePlayer));
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}
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else if (num3 != EP_NONE)
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{
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parallelVfxPlayer.Register(SetEp(num3, targetCard.SelfBattlePlayer));
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}
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int currentEpCount2 = targetCard.SelfBattlePlayer.CurrentEpCount;
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int epTotal = targetCard.SelfBattlePlayer.EpTotal;
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillSetEP(currentEpCount2, targetCard.SelfBattlePlayer.Class, this);
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}
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards, isFollowInHand: false, addToLastOperation: true));
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vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
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return vfxWithLoadingSequential;
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}
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protected virtual VfxBase AddEp(SkillProcessor skillProcessor, int add, BattlePlayerBase battlePlayer)
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{
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AddToEpWithFloor(skillProcessor, add, battlePlayer);
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if (battlePlayer.CurrentEpCount > battlePlayer.EpTotal)
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{
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battlePlayer.SetCurrentEpCount(battlePlayer.EpTotal);
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}
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return NullVfx.GetInstance();
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}
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private VfxBase AddEpTotal(SkillProcessor skillProcessor, int add, BattlePlayerBase battlePlayer)
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{
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AddToEpWithFloor(skillProcessor, add, battlePlayer);
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int currentEpCount = battlePlayer.CurrentEpCount;
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return UpdateUsableAndMaxEp(battlePlayer, currentEpCount);
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}
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protected virtual VfxBase SetEp(int set, BattlePlayerBase battlePlayer)
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{
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if (set < 0)
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{
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return NullVfx.GetInstance();
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}
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int currentEpCount = battlePlayer.CurrentEpCount;
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battlePlayer.SetCurrentEpCount(set);
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return UpdateUsableAndMaxEp(battlePlayer, currentEpCount);
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}
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private void AddToEpWithFloor(SkillProcessor skillProcessor, int amountToAdd, BattlePlayerBase battlePlayer)
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{
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if (amountToAdd < 0)
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{
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amountToAdd *= -1;
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if (battlePlayer.CurrentEpCount < amountToAdd)
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{
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amountToAdd = battlePlayer.CurrentEpCount;
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}
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battlePlayer.UseEpCount(amountToAdd);
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battlePlayer.StartSkillWhenUseEpSelfAndOther(skillProcessor);
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}
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else
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{
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battlePlayer.AddCurrentEpCount(amountToAdd);
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}
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}
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private VfxBase UpdateUsableAndMaxEp(BattlePlayerBase battlePlayer, int oldMaxEpAmount)
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{
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if (battlePlayer.CurrentEpCount > battlePlayer.EpTotal)
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{
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if (battlePlayer.EpTotal == BattleManagerBase.FIRST_PLAYER_EP_NUM)
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{
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battlePlayer.EpTotal = BattleManagerBase.SECOND_PLAYER_EP_NUM;
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battlePlayer.SetCurrentEpCount(BattleManagerBase.SECOND_PLAYER_EP_NUM);
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return battlePlayer.StatusPanelControl.PlayIncreaseMaxEpAnimation(oldMaxEpAmount, battlePlayer.CurrentEpCount);
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}
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battlePlayer.SetCurrentEpCount(battlePlayer.EpTotal);
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}
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return NullVfx.GetInstance();
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}
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}
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