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>
320 lines
12 KiB
C#
320 lines
12 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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namespace Wizard;
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public class AILethalSimulator
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{
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private EnemyAI _ai;
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private AIOperationSimulatorAccessor _operator;
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private AILethalPlan _resultLethalPlan;
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private bool _isForceFailedSimulation;
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public AIVirtualField CurrentFieldForNewSimulator { get; private set; }
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public AILethalSimulator(EnemyAI ai)
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{
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_ai = ai;
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_operator = new AIOperationSimulatorAccessor(_ai);
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CurrentFieldForNewSimulator = new AIVirtualField(_ai.CurrentVirtualField, isLatestAction: false, isPlayptnSimulation: true);
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}
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public IEnumerator SimulateByAISimulator(AISinglePlayptnRecord playPtnRecord)
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{
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CurrentFieldForNewSimulator.BestPlayPtn = new List<int>(playPtnRecord.PlayPtn);
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CurrentFieldForNewSimulator.RegisterBestPlayPtnRecord(playPtnRecord);
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_resultLethalPlan = null;
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yield return AILethalSimulation(CurrentFieldForNewSimulator, playPtnRecord, null);
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if (_resultLethalPlan != null)
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{
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_ai.OutputLethalPlan = _resultLethalPlan;
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}
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}
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public IEnumerator AILethalSimulation(AIVirtualField field, AISinglePlayptnRecord playptnRecord, AILethalPlan lethalPlan)
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{
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AISinglePlayptnRecord nextPlayptnRecord = playptnRecord;
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List<PlaySkipInformation> list = null;
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AIVirtualCard aIVirtualCard = null;
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AILethalPlan aILethalPlan = ((lethalPlan != null) ? lethalPlan.Clone() : new AILethalPlan());
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List<AIVirtualCard> list2 = field.CreatePlayCardList(playptnRecord.PlayPtn);
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if (list2 != null && list2.Count > 0)
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{
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for (int i = 0; i < list2.Count; i++)
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{
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AIVirtualCard baseCard = list2[i];
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AIVirtualCard aIVirtualCard2 = field.SearchVirtualCard(baseCard);
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if (aIVirtualCard2 == null)
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{
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AIConsoleUtility.LogError("AILethalSimulation error!! cannot find virtualPlayCard!!!!!");
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yield break;
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}
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List<int> bestPlayPtn = field.BestPlayPtn;
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AIVirtualCard aIVirtualCard3 = aIVirtualCard2.FindRealActor(nextPlayptnRecord);
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AIVirtualTargetSelectAction aIVirtualTargetSelectAction = new AIVirtualTargetSelectAction(aIVirtualCard3, aIVirtualCard2, AIOperationType.PLAY, (AISelectedTargetInfoSet)null);
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aIVirtualTargetSelectAction.forceLethalMode = true;
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if (!AIPlayCardSimulationUtility.IsAbleToPlayCard(aIVirtualTargetSelectAction, field))
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{
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AIConsoleUtility.LogError("AILethalSimulation error!! cannot play card " + aIVirtualCard2.CardName);
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yield break;
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}
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list = aIVirtualCard2.GetPlaySkipInformation(bestPlayPtn, null, aIVirtualTargetSelectAction);
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for (int j = 0; j < field.CardListSet.BothClassAndInplayCards.Count; j++)
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{
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list = field.CardListSet.BothClassAndInplayCards[j].GetPlaySkipInformation(bestPlayPtn, list, aIVirtualTargetSelectAction);
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}
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if (list != null)
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{
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aIVirtualCard = aIVirtualCard2;
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break;
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}
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List<int> addedCardIdsWhenPlayout = aIVirtualCard3.GetAddedCardIdsWhenPlayout(field, field.BestPlayPtn, aIVirtualTargetSelectAction);
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if (AILethalTargetSelectUtility.LethalSelectTarget(field, aIVirtualTargetSelectAction, nextPlayptnRecord))
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{
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aILethalPlan.AddAction(aIVirtualTargetSelectAction);
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}
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ProcessAfterAction(field, nextPlayptnRecord, addedCardIdsWhenPlayout, out nextPlayptnRecord, out var addedPlayCardList);
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if (_isForceFailedSimulation)
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{
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_resultLethalPlan = null;
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yield break;
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}
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if (addedPlayCardList != null && addedPlayCardList.Count > 0)
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{
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int num = i + 1;
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if (num < list2.Count)
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{
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list2.InsertRange(num, addedPlayCardList);
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}
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else
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{
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list2.AddRange(addedPlayCardList);
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}
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}
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if (field.IsSuccess())
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{
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aILethalPlan.IsSuccess = true;
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_resultLethalPlan = aILethalPlan;
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yield break;
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}
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if (field.AllyClass.IsDead)
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{
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yield break;
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}
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}
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}
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List<AIVirtualCard> list3 = CreateEvolutionCardList(field, list);
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for (int k = 0; k <= list3.Count; k++)
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{
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AIVirtualField aIVirtualField = new AIVirtualField(field, isLatestAction: false, isPlayptnSimulation: true);
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AILethalPlan aILethalPlan2 = aILethalPlan.Clone();
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AIVirtualCard aIVirtualCard4 = ((k > 0) ? list3[k - 1] : null);
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List<AIVirtualCard> addedPlayCardList2;
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if (aIVirtualCard4 != null)
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{
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AIVirtualCard aIVirtualCard5 = aIVirtualField.SearchVirtualCard(aIVirtualCard4);
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if (aIVirtualCard5.IsAbleEvolution())
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{
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AIVirtualTargetSelectAction aIVirtualTargetSelectAction2 = new AIVirtualTargetSelectAction(aIVirtualCard5, aIVirtualCard5, AIOperationType.EVOLVE, (AISelectedTargetInfoSet)null);
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aIVirtualTargetSelectAction2.forceLethalMode = true;
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if (AILethalTargetSelectUtility.LethalSelectTarget(aIVirtualField, aIVirtualTargetSelectAction2, nextPlayptnRecord))
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{
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aILethalPlan2.AddAction(aIVirtualTargetSelectAction2);
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}
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ProcessAfterAction(aIVirtualField, nextPlayptnRecord, null, out nextPlayptnRecord, out addedPlayCardList2);
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if (_isForceFailedSimulation)
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{
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_resultLethalPlan = null;
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break;
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}
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if (aIVirtualField.IsSuccess())
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{
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aILethalPlan2.IsSuccess = true;
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_resultLethalPlan = aILethalPlan2;
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break;
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}
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if (aIVirtualField.AllyClass.IsDead)
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{
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continue;
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}
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}
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}
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do
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{
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AIVirtualAttackInfo aIVirtualAttackInfo = null;
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List<AIVirtualCard> allyInplayCards = aIVirtualField.AllyInplayCards;
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for (int l = 0; l < allyInplayCards.Count; l++)
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{
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AIVirtualCard aIVirtualCard6 = allyInplayCards[l];
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AIVirtualAttackInfo aIVirtualAttackInfo2 = new AIVirtualAttackInfo(aIVirtualCard6, aIVirtualField.EnemyClass);
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if (AIAttackSimulationUtility.IsAttackPossible(aIVirtualField, aIVirtualAttackInfo2) && !aIVirtualAttackInfo2.WillTargetDestroyByAttackTags(aIVirtualField, nextPlayptnRecord.PlayPtn, aIVirtualCard6))
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{
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aIVirtualAttackInfo = aIVirtualAttackInfo2;
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break;
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}
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}
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if (aIVirtualAttackInfo == null)
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{
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break;
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}
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AIVirtualAttackSimulator.Attack(aIVirtualAttackInfo, aIVirtualField);
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aILethalPlan2.AddAction(aIVirtualAttackInfo);
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ProcessAfterAction(aIVirtualField, nextPlayptnRecord, null, out nextPlayptnRecord, out addedPlayCardList2);
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if (_isForceFailedSimulation)
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{
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_resultLethalPlan = null;
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yield break;
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}
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if (aIVirtualField.IsSuccess())
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{
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aILethalPlan2.IsSuccess = true;
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_resultLethalPlan = aILethalPlan2;
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yield break;
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}
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}
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while (!aIVirtualField.AllyClass.IsDead);
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if (aIVirtualField.AllyClass.IsDead)
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{
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continue;
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}
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if (aIVirtualCard != null)
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{
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AIVirtualCard aIVirtualCard7 = aIVirtualField.SearchVirtualCard(aIVirtualCard);
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if (aIVirtualCard7 == null)
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{
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_isForceFailedSimulation = true;
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_resultLethalPlan = null;
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break;
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}
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AIVirtualTargetSelectAction aIVirtualTargetSelectAction3 = new AIVirtualTargetSelectAction(aIVirtualCard7.FindRealActor(nextPlayptnRecord), aIVirtualCard7, AIOperationType.PLAY, (AISelectedTargetInfoSet)null);
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aIVirtualTargetSelectAction3.forceLethalMode = true;
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List<int> bestPlayPtn2 = aIVirtualField.BestPlayPtn;
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List<int> addedCardIdsWhenPlayout2 = aIVirtualCard.GetAddedCardIdsWhenPlayout(field, bestPlayPtn2, aIVirtualTargetSelectAction3);
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if (AILethalTargetSelectUtility.LethalSelectTarget(aIVirtualField, aIVirtualTargetSelectAction3, nextPlayptnRecord))
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{
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aILethalPlan2.AddAction(aIVirtualTargetSelectAction3);
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}
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else
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{
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int num2 = aIVirtualField.AllyHandCards.IndexOf(aIVirtualCard7);
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if (num2 >= 0)
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{
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bestPlayPtn2.Remove(num2);
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}
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}
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if (aIVirtualField.IsSuccess())
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{
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aILethalPlan2.IsSuccess = true;
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_resultLethalPlan = aILethalPlan2;
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break;
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}
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ProcessAfterAction(aIVirtualField, nextPlayptnRecord, addedCardIdsWhenPlayout2, out var nextPlayptnRecord2, out addedPlayCardList2);
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if (_isForceFailedSimulation)
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{
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_resultLethalPlan = null;
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break;
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}
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yield return AILethalSimulation(aIVirtualField, nextPlayptnRecord2, aILethalPlan2);
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if (_isForceFailedSimulation)
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{
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_resultLethalPlan = null;
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}
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break;
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}
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AIVirtualTurnEndInfo turnEndSituation = new AIVirtualTurnEndInfo(aIVirtualField.AllyClass);
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BattleSequencer.ProcessAllyTurnEndToOpponentTurnStart(aIVirtualField, turnEndSituation);
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if (aIVirtualField.IsSuccess())
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{
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aILethalPlan2.IsSuccess = true;
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_resultLethalPlan = aILethalPlan2;
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break;
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}
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}
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}
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private void ProcessAfterAction(AIVirtualField afterActionField, AISinglePlayptnRecord currentPlayptnRecord, List<int> addCardToPlayoutPlayPtnIdList, out AISinglePlayptnRecord nextPlayptnRecord, out List<AIVirtualCard> addedPlayCardList)
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{
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addedPlayCardList = null;
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_isForceFailedSimulation = afterActionField.IsRemovedPlayPtnCard;
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if (_isForceFailedSimulation)
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{
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nextPlayptnRecord = null;
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return;
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}
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List<int> addedHandIndexList = null;
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if (addCardToPlayoutPlayPtnIdList != null && addCardToPlayoutPlayPtnIdList.Count > 0)
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{
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CreateAddCardToPlayoutPlayPtnList(afterActionField, addCardToPlayoutPlayPtnIdList, currentPlayptnRecord, out addedHandIndexList, out addedPlayCardList);
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}
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afterActionField.UpdateBestPlayptnRecordOnSim(addedHandIndexList);
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nextPlayptnRecord = afterActionField.BestPlayptnRecordOnSim;
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if (nextPlayptnRecord == null)
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{
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_isForceFailedSimulation = true;
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}
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}
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private void CreateAddCardToPlayoutPlayPtnList(AIVirtualField afterActionField, List<int> addCardToPlayoutPlayPtnIdList, AISinglePlayptnRecord currentRecord, out List<int> addedHandIndexList, out List<AIVirtualCard> addedHandCardList)
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{
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addedHandIndexList = null;
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addedHandCardList = null;
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List<AIVirtualCard> allyHandCards = afterActionField.AllyHandCards;
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int num = currentRecord.LastRestPp;
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List<int> list = null;
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for (int i = 0; i < addCardToPlayoutPlayPtnIdList.Count; i++)
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{
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int num2 = addCardToPlayoutPlayPtnIdList[i];
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for (int j = 0; j < allyHandCards.Count; j++)
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{
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AIVirtualCard aIVirtualCard = allyHandCards[j];
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if ((addedHandIndexList == null || !addedHandIndexList.Contains(j)) && (afterActionField.BestPlayPtn == null || !afterActionField.BestPlayPtn.Contains(j)) && aIVirtualCard.BaseId == num2)
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{
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AIVirtualTargetSelectAction aIVirtualTargetSelectAction = new AIVirtualTargetSelectAction(aIVirtualCard, aIVirtualCard, AIOperationType.PLAY);
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aIVirtualTargetSelectAction.forceLethalMode = true;
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list = AIParamQuery.AddElementToList(j, list);
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PlaySimulationType playType;
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int useCost = aIVirtualCard.GetUseCost(num, list, aIVirtualTargetSelectAction, out playType);
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if (0 <= useCost && useCost <= num)
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{
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num -= useCost;
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addedHandIndexList = AIParamQuery.AddElementToList(j, addedHandIndexList);
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addedHandCardList = AIParamQuery.AddElementToList(aIVirtualCard, addedHandCardList);
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break;
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}
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}
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}
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}
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}
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private List<AIVirtualCard> CreateEvolutionCardList(AIVirtualField field, List<PlaySkipInformation> playSkipInfo)
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{
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List<AIVirtualCard> list = new List<AIVirtualCard>();
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for (int i = 0; i < field.AllyInplayCards.Count; i++)
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{
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AIVirtualCard aIVirtualCard = field.AllyInplayCards[i];
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if (!aIVirtualCard.IsUnit || !aIVirtualCard.IsAbleEvolution())
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{
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continue;
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}
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if (playSkipInfo == null || !playSkipInfo.Any())
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{
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list.Add(aIVirtualCard);
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continue;
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}
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for (int j = 0; j < playSkipInfo.Count; j++)
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{
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if (playSkipInfo[j].IsEvoCardLegal(aIVirtualCard))
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{
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list.Add(aIVirtualCard);
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break;
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}
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}
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}
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return list;
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}
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}
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