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>
295 lines
5.4 KiB
C#
295 lines
5.4 KiB
C#
using System;
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using System.Collections.Generic;
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using Wizard;
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public static class CardBasePrm
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{
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public enum CharaType
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{
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CLASS = 0,
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NORMAL = 1,
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FIELD = 2,
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CHANT_FIELD = 3,
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SPELL = 4,
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EVOLUTION = 5,
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MAX = 6,
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NONE = 6
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}
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public enum ClanType
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{
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ALL = 0,
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MIN = 1,
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ELF = 1,
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ROYAL = 2,
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WITCH = 3,
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DRAGON = 4,
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NECRO = 5,
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VAMPIRE = 6,
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BISHOP = 7,
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NEMESIS = 8,
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MAX = 9,
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NONE = 10,
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SHADOW = 99
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}
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public enum TribeType
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{
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ALL = 0,
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LORD = 1,
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LEGION = 2,
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WHITE_RITUAL = 3,
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MANARIA = 4,
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ARTIFACT = 5,
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LOOTING = 6,
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MACHINE = 7,
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FOOD = 8,
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LEVIN = 9,
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NATURE = 10,
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BANQUET = 11,
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HERO = 12,
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ARMED = 13,
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CHESS = 14,
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HELLBOUND = 15,
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SCHOOL = 16,
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MAX = 17,
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NONE = 17
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}
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public enum TribeChangeType
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{
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CHANGE,
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ADD
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}
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public class TribeInfo
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{
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public List<TribeType> TribeTypeList { get; private set; }
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public TribeChangeType ChangeType { get; private set; }
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public TribeInfo(List<TribeType> tribe, TribeChangeType type)
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{
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TribeTypeList = tribe;
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ChangeType = type;
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}
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}
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private static List<TribeType> _defaultType;
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public static List<TribeType> DefaultType
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{
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get
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{
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if (_defaultType == null)
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{
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_defaultType = new List<TribeType> { TribeType.ALL };
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}
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return _defaultType;
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}
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}
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public static CharaType ToStrCharaType(string str)
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{
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CharaType result = CharaType.MAX;
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try
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{
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result = (CharaType)Enum.Parse(typeof(CharaType), str);
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}
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catch
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{
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}
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return result;
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}
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public static ClanType ToStrClanType(string str)
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{
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int value = int.Parse(str);
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ClanType result = ClanType.NONE;
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try
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{
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result = (ClanType)Enum.ToObject(typeof(ClanType), value);
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}
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catch
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{
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}
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return result;
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}
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public static bool ClanTypeIsUseable(ClanType type)
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{
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if (type >= ClanType.MIN)
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{
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return type < ClanType.MAX;
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}
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return false;
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}
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public static TribeType ToStrTribeType(string str)
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{
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TribeType result = TribeType.MAX;
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try
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{
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result = (TribeType)Enum.Parse(typeof(TribeType), str);
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}
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catch
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{
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}
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return result;
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}
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public static ClanType GetClanType(string clan)
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{
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using (IEnumerator<string> enumerator = ((IEnumerable<string>)clan.Split('.', '=')).GetEnumerator())
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{
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while (enumerator.MoveNext())
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{
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switch (enumerator.Current)
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{
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case "all":
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return ClanType.ALL;
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case "elf":
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return ClanType.MIN;
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case "royal":
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return ClanType.ROYAL;
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case "witch":
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return ClanType.WITCH;
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case "dragon":
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return ClanType.DRAGON;
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case "necro":
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return ClanType.NECRO;
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case "vampire":
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return ClanType.VAMPIRE;
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case "bishop":
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return ClanType.BISHOP;
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case "nemesis":
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return ClanType.NEMESIS;
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}
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}
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}
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return ClanType.NONE;
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}
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public static List<TribeType> CreateTribeTypeList(string tribe, bool isTribeCheck = false, bool notEqual = false)
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{
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string text = "";
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List<TribeType> list = new List<TribeType>();
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if (isTribeCheck)
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{
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text = (notEqual ? "tribe!=" : "tribe=");
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}
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if (tribe.Contains(text + "all"))
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{
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list.Add(TribeType.ALL);
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}
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if (tribe.Contains(text + "legion"))
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{
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list.Add(TribeType.LEGION);
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}
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if (tribe.Contains(text + "lord"))
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{
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list.Add(TribeType.LORD);
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}
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if (tribe.Contains(text + "white_ritual"))
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{
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list.Add(TribeType.WHITE_RITUAL);
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}
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if (tribe.Contains(text + "manaria"))
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{
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list.Add(TribeType.MANARIA);
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}
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if (tribe.Contains(text + "artifact"))
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{
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list.Add(TribeType.ARTIFACT);
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}
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if (tribe.Contains(text + "looting"))
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{
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list.Add(TribeType.LOOTING);
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}
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if (tribe.Contains(text + "machine"))
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{
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list.Add(TribeType.MACHINE);
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}
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if (tribe.Contains(text + "food"))
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{
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list.Add(TribeType.FOOD);
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}
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if (tribe.Contains(text + "levin"))
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{
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list.Add(TribeType.LEVIN);
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}
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if (tribe.Contains(text + "nature"))
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{
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list.Add(TribeType.NATURE);
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}
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if (tribe.Contains(text + "banquet"))
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{
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list.Add(TribeType.BANQUET);
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}
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if (tribe.Contains(text + "hero"))
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{
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list.Add(TribeType.HERO);
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}
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if (tribe.Contains(text + "armed"))
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{
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list.Add(TribeType.ARMED);
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}
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if (tribe.Contains(text + "chess"))
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{
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list.Add(TribeType.CHESS);
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}
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if (tribe.Contains(text + "hellbound"))
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{
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list.Add(TribeType.HELLBOUND);
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}
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if (tribe.Contains(text + "school"))
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{
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list.Add(TribeType.SCHOOL);
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}
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if (list.Count == 0)
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{
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list.Add(TribeType.MAX);
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}
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return list;
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}
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public static bool IsFollowerCard(CharaType type)
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{
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return type == CharaType.NORMAL;
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}
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public static bool IsSpellCard(CharaType type)
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{
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return type == CharaType.SPELL;
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}
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public static bool IsAmuletCard(CharaType type)
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{
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if (type != CharaType.FIELD)
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{
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return type == CharaType.CHANT_FIELD;
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}
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return true;
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}
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public static string GetCardTypeName(CharaType type)
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{
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string result = string.Empty;
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switch (type)
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{
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case CharaType.NORMAL:
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case CharaType.EVOLUTION:
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result = Data.SystemText.Get("Card_0044");
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break;
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case CharaType.SPELL:
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result = Data.SystemText.Get("Card_0045");
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break;
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case CharaType.FIELD:
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case CharaType.CHANT_FIELD:
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result = Data.SystemText.Get("Card_0046");
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break;
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}
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return result;
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}
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}
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