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>
137 lines
2.9 KiB
C#
137 lines
2.9 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AISelectedTargetInfo
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{
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public TargetSelectType Type;
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public AIRemovalType RemovalType;
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public List<AIVirtualCard> Targets { get; private set; }
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public AIVirtualCard FirstTarget => Targets[0];
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public bool HasTarget
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{
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get
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{
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if (Targets != null)
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{
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return Targets.Count > 0;
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}
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return false;
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}
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}
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public AISelectedTargetInfo(TargetSelectType type, AIRemovalType removalType = AIRemovalType.None)
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{
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Type = type;
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RemovalType = removalType;
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}
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public AISelectedTargetInfo(AIVirtualCard target, TargetSelectType type, AIRemovalType removalType = AIRemovalType.None)
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{
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AddTarget(target);
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Type = type;
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RemovalType = removalType;
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}
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public AISelectedTargetInfo(List<AIVirtualCard> targets, TargetSelectType type, AIRemovalType removalType = AIRemovalType.None)
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{
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Type = type;
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RemovalType = removalType;
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for (int i = 0; i < targets.Count; i++)
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{
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AddTarget(targets[i]);
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}
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}
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public void AddTarget(AIVirtualCard target)
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{
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if (target == null)
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{
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AIConsoleUtility.LogError("AISelectedTargetInfo.AddTarget error!! Trying to add null into target list!!!!!");
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}
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else
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{
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Targets = AIParamQuery.AddElementToList(target, Targets);
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}
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}
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public bool ContainsTarget(AIVirtualCard card)
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{
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if (Targets == null || Targets.Count <= 0)
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{
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return false;
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}
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for (int i = 0; i < Targets.Count; i++)
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{
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if (Targets[i].IsSameCard(card))
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{
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return true;
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}
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}
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return false;
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}
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public AISelectedTargetInfo GetSimilarTargetInfo(AIVirtualField field)
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{
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AISelectedTargetInfo aISelectedTargetInfo = new AISelectedTargetInfo(Type, RemovalType);
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if (Targets == null || Targets.Count <= 0)
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{
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return aISelectedTargetInfo;
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}
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for (int i = 0; i < Targets.Count; i++)
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{
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AIVirtualCard aIVirtualCard = Targets[i];
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AIVirtualCard target = ((Type == TargetSelectType.Choice) ? aIVirtualCard : field.SearchVirtualCard(aIVirtualCard));
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aISelectedTargetInfo.AddTarget(target);
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}
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return aISelectedTargetInfo;
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}
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public bool IsDuplicate(AISelectedTargetInfo compare)
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{
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if (Type != compare.Type)
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{
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return false;
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}
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if (HasTarget)
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{
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if (!compare.HasTarget || compare.Targets.Count != Targets.Count)
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{
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return false;
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}
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for (int i = 0; i < Targets.Count; i++)
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{
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if (!Targets[i].IsSameCard(compare.Targets[i]))
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{
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return false;
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}
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}
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}
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else if (compare.HasTarget)
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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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public bool IsSelectedSameTarget(AISelectedTargetInfo otherTargetInfo)
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{
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if (!HasTarget || otherTargetInfo == null || !otherTargetInfo.HasTarget)
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{
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return false;
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}
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for (int i = 0; i < Targets.Count; i++)
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{
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if (otherTargetInfo.ContainsTarget(Targets[i]))
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{
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return true;
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}
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}
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return false;
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}
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}
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