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>
132 lines
6.0 KiB
C#
132 lines
6.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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using Wizard;
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using Wizard.Battle.Resource;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_evolve : SkillBase
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{
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protected List<BattleCardBase> _evolvedBySkill = new List<BattleCardBase>();
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public Skill_evolve(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 (parameter.targetCards.Where((BattleCardBase c) => !c.IsEvolution).Count() == 0)
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{
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return NullVfxWithLoading.GetInstance();
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}
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
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ParallelVfxPlayer parallelVfxPlayer3 = ParallelVfxPlayer.Create();
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ParallelVfxPlayer parallelVfxPlayer4 = ParallelVfxPlayer.Create();
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_evolvedBySkill = parameter.targetCards.Where((BattleCardBase battleCardBase2) => battleCardBase2.CanEvolution(isSkill: true, isSelfBattlePlayer: true) && battleCardBase2.IsInplay).ToList();
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillEvolution(_evolvedBySkill, this);
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}
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnBeforeSkillEvolve(base.SkillPrm.ownerCard, _evolvedBySkill);
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float num = 0f;
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int num2 = 0;
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foreach (BattleCardBase card in parameter.targetCards)
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{
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if (!card.CanEvolution(isSkill: true, isSelfBattlePlayer: true) || !card.IsInplay)
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{
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continue;
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}
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Action enableAttackControlAction = null;
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Action enableAttackTargettingMovementAction = null;
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base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.VfxMgr.RegisterImmediateVfx(InstantVfx.Create(delegate
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{
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if (card.IsPlayer)
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{
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enableAttackControlAction = card.ForceAttackOff();
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}
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else
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{
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enableAttackTargettingMovementAction = card.BattleCardView._attackTargetSelectInfo.DisableAttackTargettingMovement();
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}
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}));
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create(WaitVfx.Create(num));
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BattleCardBase battleCardBase = card;
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VfxWithLoading vfxWithLoading = CreateSkillEffect(base.SkillPrm.resourceMgr, battleCardBase.AsIEnumerable(), isFollowInHand: false, addToLastOperation: true, num2 > 0);
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parallelVfxPlayer.Register(vfxWithLoading.LoadingVfx);
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sequentialVfxPlayer.Register(vfxWithLoading.MainVfx);
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bool evolveMeWhenAttack = (base.IsBeforAttackSkill && battleCardBase == base.SkillPrm.ownerCard) || (base.IsBeforeAttackSelfAndOtherSkill && battleCardBase != base.SkillPrm.ownerCard);
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if (evolveMeWhenAttack)
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{
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnEvolveMeWhenAttack(battleCardBase);
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}
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sequentialVfxPlayer.Register(card.Evolution(isSkill: true, parameter.skillProcessor, new SkillConditionCheckerOption()));
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parallelVfxPlayer3.Register(sequentialVfxPlayer);
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parallelVfxPlayer2.Register(TurnOffAttackFrameVfx(card));
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parallelVfxPlayer4.Register(ToggleOffCantAttackVfx(card, enableAttackControlAction, enableAttackTargettingMovementAction));
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num += 0.05f;
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num2++;
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}
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RegisterEvolveTriggerSkill(parameter.skillProcessor, parameter.targetCards);
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VfxBase vfxToRegister = UIManager.GetInstance().CreateNowLoadingVfx(parallelVfxPlayer);
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create(parallelVfxPlayer2, parallelVfxPlayer3, parallelVfxPlayer4);
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vfxWithLoadingSequential.RegisterToLoadingVfx(vfxToRegister);
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return vfxWithLoadingSequential;
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}
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private VfxBase TurnOffAttackFrameVfx(BattleCardBase evolvedCard)
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{
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return InstantVfx.Create(delegate
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{
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evolvedCard.BattleCardView._inPlayFrameEffect.HideFrameEffect();
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});
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}
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private VfxBase ToggleOffCantAttackVfx(BattleCardBase evolvedCard, Action enableAttackControlAction, Action enableAttackTargettingMovementAction)
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{
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return InstantVfx.Create(delegate
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{
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enableAttackControlAction.Call();
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enableAttackTargettingMovementAction.Call();
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});
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}
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private void RegisterEvolveTriggerSkill(SkillProcessor skillProcessor, IEnumerable<BattleCardBase> targets)
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{
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List<BattleCardBase> list = base.SkillPrm.selfBattlePlayer.HandCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)).ToList();
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list.AddRange(base.SkillPrm.opponentBattlePlayer.HandCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)));
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list.AddRange(base.SkillPrm.selfBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)));
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list.AddRange(base.SkillPrm.opponentBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)));
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int i;
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for (i = 0; i < list.Count; i++)
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{
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if (targets.Any((BattleCardBase t) => t != list[i]) && list[i].Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0))
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{
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skillProcessor.Register(list[i].Skills.CreateWhenEvolveOtherInfo(targets.ToList(), skillProcessor, new BattlePlayerReadOnlyInfoPair(list[i].SelfBattlePlayer, list[i].OpponentBattlePlayer)));
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}
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if (list[i].Skills.Any((SkillBase s) => s.OnWhenEvolveSelfAndOtherStart != 0))
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{
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skillProcessor.Register(list[i].Skills.CreateWhenEvolveSelfAndOtherInfo(targets.ToList(), skillProcessor, new BattlePlayerReadOnlyInfoPair(list[i].SelfBattlePlayer, list[i].OpponentBattlePlayer)));
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}
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}
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}
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protected override bool IsSkipInduction(SkillProcessor.ProcessCallType callType)
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{
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if (!base.IsSkipInduction(callType))
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{
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if (base.ApplyingTargetFilter is SkillTargetSelfFilter && base.ApplyAndFilter.All((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetSelfFilter))
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{
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return base.SkillPrm.ownerCard.IsEvolution;
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}
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return false;
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}
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return true;
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}
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}
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