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>
232 lines
7.8 KiB
C#
232 lines
7.8 KiB
C#
using System;
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using System.Collections;
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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.Battle.View;
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using Wizard.Battle.View.Vfx;
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using Wizard.Story.ChapterSelection;
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namespace Wizard.Battle.Recovery;
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public abstract class RecoveryManagerBase : IRecoveryManager
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{
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protected readonly RecoveryOperationInfo _operationInfo;
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protected bool _needUpdate;
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private readonly Queue<string> _skillTargetNameQueue;
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protected Action StartRecoveryEvent;
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protected Action EndDataRecoveryEvent;
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protected Action EndRecoveryEvent;
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public DataMgr.BattleType BattleType => _operationInfo.BattleType;
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public bool? DidPlayerGoFirst => _operationInfo.SetupInfo.DidPlayerGoFirst;
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public int RandomSeed => _operationInfo.SetupInfo.RandomSeed;
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public bool HasMulliganInfo => _operationInfo.SetupInfo.HasMulliganInfo;
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public int BackGroundId => _operationInfo.SetupInfo.BackGroundId;
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public string BgmId => _operationInfo.SetupInfo.BgmId;
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public long RecordTime => _operationInfo.RecordTime;
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public int IdxChangeSeed => -1;
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public static bool failedRecoveryFlag { get; private set; }
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public event Action OnStartRecovery
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{
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add
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{
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StartRecoveryEvent = (Action)Delegate.Combine(StartRecoveryEvent, value);
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}
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remove
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{
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StartRecoveryEvent = (Action)Delegate.Remove(StartRecoveryEvent, value);
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}
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}
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public event Action OnEndDataRecovery
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{
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add
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{
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EndDataRecoveryEvent = (Action)Delegate.Combine(EndDataRecoveryEvent, value);
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}
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remove
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{
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EndDataRecoveryEvent = (Action)Delegate.Remove(EndDataRecoveryEvent, value);
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}
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}
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public event Action OnEndRecovery
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{
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add
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{
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EndRecoveryEvent = (Action)Delegate.Combine(EndRecoveryEvent, value);
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}
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remove
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{
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EndRecoveryEvent = (Action)Delegate.Remove(EndRecoveryEvent, value);
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}
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}
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public static void OpenRecoveryFailedDialog()
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{
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AbortSoloPlayRecoveryTask task = new AbortSoloPlayRecoveryTask();
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UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
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{
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose(isSystem: true);
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dialogBase.SetSize(DialogBase.Size.M);
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dialogBase.SetTitleLabel(Data.SystemText.Get("ErrorHeader_20001"));
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dialogBase.SetText(Data.SystemText.Get("Error_20001"));
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dialogBase.AddButton(DialogBase.ButtonType.BackToTitle);
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dialogBase.SetPanelDepth(6000);
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dialogBase.SetFadeButtonEnabled(flag: false);
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dialogBase.onPushButton1 = (Action)Delegate.Combine(dialogBase.onPushButton1, (Action)delegate
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{
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failedRecoveryFlag = false;
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/* Pre-Phase-5b: BattleCtrl.BattleEnd stubbed */
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});
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failedRecoveryFlag = true;
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RecoveryRecordManagerBase.DeleteRecoveryFile();
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}));
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}
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public RecoveryManagerBase(string filePath)
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{
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try
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{
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_operationInfo = new RecoveryOperationInfo(filePath);
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_skillTargetNameQueue = new Queue<string>(_operationInfo.SkillTargetCardNames);
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}
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catch (Exception)
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{
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OpenRecoveryFailedDialog();
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}
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}
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public void Setup()
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{
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try
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{
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DataMgr dataMgr = null; // Pre-Phase-5b: DataMgr not reachable headless
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dataMgr.m_BattleType = _operationInfo.BattleType;
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SetupConditionInfo setupInfo = _operationInfo.SetupInfo;
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BattleConditionPlayerInfo playerInfo = setupInfo.PlayerInfo;
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BattleConditionEnemyInfo enemyInfo = setupInfo.EnemyInfo;
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int enemyAiID = -1;
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List<int> currentDeckData = playerInfo.DeckCardInfos.Select((DeckCardInfo i) => i.CardId.Value).ToList();
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List<int> specialAbilityIdList = null;
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dataMgr.SetCurrentDeckData(currentDeckData);
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dataMgr.SetPlayerCharaId(playerInfo.CharaId);
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dataMgr.SetPlayerSubClassID(playerInfo.SubClassId);
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dataMgr.SetPlayerMyRotationInfo(playerInfo.MyRotationId);
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dataMgr.SetPlayerSleeveId(playerInfo.SleeveId);
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dataMgr.PracticeDifficultyDegreeId = setupInfo.PracticeDifficultyDegreeId;
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dataMgr.MissionNecessaryInformation = setupInfo.MissionNecessaryInformation;
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if (setupInfo.IsPrebuildDeck)
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{
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dataMgr.LastSelectDeckAttributeType = DeckAttributeType.BuildDeck;
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}
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if (setupInfo.IsTrialDeck)
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{
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dataMgr.LastSelectDeckAttributeType = DeckAttributeType.TrialDeck;
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}
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if (dataMgr.m_BattleType == DataMgr.BattleType.Quest)
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{
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dataMgr.SetSoroPlay3DFieldID(setupInfo.BackGroundId);
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dataMgr.SetQuestBattleData(new QuestBattleData(setupInfo));
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enemyAiID = setupInfo.QuestEnemyAiId;
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}
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if (dataMgr.m_BattleType == DataMgr.BattleType.BossRushQuest || dataMgr.m_BattleType == DataMgr.BattleType.SecretBossQuest)
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{
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dataMgr.SetSoroPlay3DFieldID(setupInfo.BackGroundId);
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dataMgr.SetBossRushBattleData(new BossRushBattleData(setupInfo));
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specialAbilityIdList = dataMgr.BossRushBattleData.PlayerSkillList.Select((BossRushSpecialSkill s) => s.OriginalCardId).ToList();
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enemyAiID = setupInfo.QuestEnemyAiId;
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}
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else if (dataMgr.m_BattleType == DataMgr.BattleType.Practice)
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{
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dataMgr.SetSoroPlay3DFieldID(BackGroundId);
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}
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else if (dataMgr.m_BattleType == DataMgr.BattleType.Story)
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{
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UIManager.GetInstance().OverrideSceneParam(UIManager.ViewScene.ClassSelectionPage, ClassSelectionPageParam.CreateStorySelect());
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AreaSelectUI.SetRecoveryData(setupInfo);
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if (setupInfo.IsDefaultDeck)
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{
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dataMgr.LastSelectDeckAttributeType = DeckAttributeType.DefaultDeck;
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}
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}
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dataMgr.SetEnemyCharaId(enemyInfo.CharaId);
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dataMgr.SetEnemySubClassID(enemyInfo.SubClassId);
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dataMgr.SetEnemyMyRotationInfo(enemyInfo.MyRotationId);
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dataMgr.SetEnemySleeveId(enemyInfo.SleeveId);
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dataMgr.SetSelectDeckFormat((Format)PlayerPrefsWrapper.GetValue(PlayerPrefsWrapper.LAST_BATTLE_DECK_FORMAT_FOR_SINGLE_RECOVER));
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Data.CurrentFormat = dataMgr.GetSelectDeckFormat();
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CardMaster.SetBattleCardMasterId(FormatBehaviorManager.GetDefaultBehaviour(dataMgr.GetSelectDeckFormat()).CardMasterId);
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if (enemyInfo.AIDeckId >= 0)
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{
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if (dataMgr.m_BattleType == DataMgr.BattleType.Story)
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{
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StoryChapterSelectionUtility.RegisterStoryBattleData(Data.SelectedStoryInfo.ChapterData.FindBattleSettingDataByPlayerCharaId(setupInfo.StoryRecoveryData.ChapterCharaId));
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}
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else
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{
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dataMgr.SetCurrentEnemyDeckDataFromAIDeck(enemyInfo.ClassId, enemyInfo.AIDifficulty.Value, enemyInfo.AILevel.Value, enemyInfo.AIMaxLife.Value, enemyInfo.AIDeckId.Value, enemyInfo.AIStyleId.Value, enemyInfo.AIEmoteId.Value, enemyInfo.AIUseInnerEmote.Value, enemyAiID, specialAbilityIdList);
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}
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}
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else
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{
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List<int> deck = enemyInfo.DeckCardInfos.Select((DeckCardInfo i) => i.CardId.Value).ToList();
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dataMgr.SetEnemyAIDeckFromCustomDeck(enemyInfo.ClassId, deck, enemyInfo.AIDifficulty.Value, enemyInfo.AILevel.Value, enemyInfo.AIMaxLife.Value, enemyInfo.AIStyleId.Value, enemyInfo.AIEmoteId.Value, enemyInfo.AIUseInnerEmote.Value);
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}
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dataMgr.Load();
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dataMgr.LoadEnemy();
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}
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catch (Exception)
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{
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OpenRecoveryFailedDialog();
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}
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}
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public abstract VfxBase Recovery(BattlePlayer battlePlayer, BattleEnemy battleEnemy, Func<IEnumerator, Coroutine> startCoroutine);
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public abstract VfxBase UpdateRecovery();
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public virtual void RecoveryBeforeMulligan()
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{
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}
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public virtual VfxBase RecoveryMulligan(BattlePlayer battlePlayer, BattleEnemy battleEnemy)
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{
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EndDataRecovery();
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return SequentialVfxPlayer.Create(InstantVfx.Create(delegate
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{
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/* Pre-Phase-5b: FontChanger UI-only */
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}), ParallelVfxPlayer.Create(battlePlayer.BattleView.RecoveryMulligan(), battleEnemy.BattleView.RecoveryMulligan()), InstantVfx.Create(delegate
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{
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EndRecoveryEvent.Call();
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}));
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}
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public virtual string RecoveryPopSkillTargetCardName()
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{
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return _skillTargetNameQueue.Dequeue();
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}
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protected void EndDataRecovery()
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{
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_needUpdate = false;
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EndDataRecoveryEvent.Call();
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}
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}
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