Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AISkillActivateCountUtility.cs
gamer147 2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
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>
2026-07-03 19:18:54 -04:00

134 lines
4.9 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public static class AISkillActivateCountUtility
{
public static void AllActivateCountHolderIncrement(this AIVirtualField field, AISituationInfo situation, AIPlayTagType counterType, AIVirtualCard triggerCard = null)
{
if (field.CardListSet.HasActivateCountHolder)
{
List<AIVirtualCard> activateCountHolders = field.CardListSet.ActivateCountHolders;
for (int i = 0; i < activateCountHolders.Count; i++)
{
activateCountHolders[i].Increment(situation, counterType, triggerCard);
}
}
}
public static void AllActivateCountHolderIncrement(this AIVirtualField field, AISituationInfo situation, AIPlayTagType counterType, List<AIVirtualCard> triggerCardList)
{
if (field.CardListSet.HasActivateCountHolder)
{
List<AIVirtualCard> activateCountHolders = field.CardListSet.ActivateCountHolders;
for (int i = 0; i < activateCountHolders.Count; i++)
{
activateCountHolders[i].Increment(situation, counterType, triggerCardList);
}
}
}
public static void Increment(this AIVirtualCard card, AISituationInfo situation, AIPlayTagType counterType, AIVirtualCard triggerCard = null)
{
if (card.TagCollectionContainer.HasTag(counterType) && CheckCounterTypeCommonIncrementCondition(counterType, card, situation))
{
card.TagCollectionContainer.ActivateCountTags.Increment(card, situation, counterType, triggerCard);
}
}
public static void Increment(this AIVirtualCard card, AISituationInfo situation, AIPlayTagType counterType, List<AIVirtualCard> triggerCardList)
{
if (card.TagCollectionContainer.HasTag(counterType) && CheckCounterTypeCommonIncrementCondition(counterType, card, situation))
{
card.TagCollectionContainer.ActivateCountTags.Increment(card, situation, counterType, triggerCardList);
}
}
private static bool CheckCounterTypeCommonIncrementCondition(AIPlayTagType counterType, AIVirtualCard holder, AISituationInfo situation)
{
if (counterType == AIPlayTagType.TurnEndActivateCount)
{
return holder.IsAlly == situation.Actor.IsAlly;
}
return true;
}
public static int GetSkillActivateCount(this AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, List<AIScriptTokenBase> argList)
{
if (!field.CardListSet.HasActivateCountHolder)
{
return 0;
}
if (!CheckActivateCounterFilteringArgument(argList, out var filters, out var skillOwnerId, out var skillIndex))
{
return 0;
}
int num = 0;
List<AIVirtualCard> activateCountHolders = field.CardListSet.ActivateCountHolders;
for (int i = 0; i < activateCountHolders.Count; i++)
{
AIVirtualCard aIVirtualCard = activateCountHolders[i];
if (AIFilteringUtility.CheckMatchTargetFiltering(aIVirtualCard, null, filters, playPtn, tagOwner, situation))
{
num += aIVirtualCard.GetSkillActivateCountFromOneCard(skillOwnerId, skillIndex);
}
}
return num;
}
public static bool IsSkillOccurred(this AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, List<AIScriptTokenBase> argList)
{
if (!field.CardListSet.HasActivateCountHolder)
{
return false;
}
if (!CheckActivateCounterFilteringArgument(argList, out var filters, out var skillOwnerId, out var skillIndex))
{
return false;
}
List<AIVirtualCard> activateCountHolders = field.CardListSet.ActivateCountHolders;
for (int i = 0; i < activateCountHolders.Count; i++)
{
AIVirtualCard aIVirtualCard = activateCountHolders[i];
if (AIFilteringUtility.CheckMatchTargetFiltering(aIVirtualCard, null, filters, playPtn, tagOwner, situation) && !aIVirtualCard.GetIsSkillOccurredFromOneCard(skillOwnerId, skillIndex))
{
return false;
}
}
return true;
}
public static bool CheckActivateCounterFilteringArgument(List<AIScriptTokenBase> argList, out List<AIScriptTokenBase> filters, out int skillOwnerId, out int skillIndex)
{
filters = null;
skillOwnerId = -1;
skillIndex = 0;
if (!(argList[0] is AIScriptNumericToken aIScriptNumericToken))
{
return false;
}
skillIndex = (int)aIScriptNumericToken.Value;
argList.RemoveAt(0);
if (!(argList[0] is AIScriptIDToken aIScriptIDToken))
{
return false;
}
skillOwnerId = aIScriptIDToken.ID;
argList.RemoveAt(0);
argList.Reverse();
filters = argList;
return true;
}
private static int GetSkillActivateCountFromOneCard(this AIVirtualCard counterOwner, int counterSourceCardId, int counterIndex)
{
return counterOwner.TagCollectionContainer.ActivateCountTags.GetActivateCount(counterSourceCardId, counterIndex);
}
private static bool GetIsSkillOccurredFromOneCard(this AIVirtualCard counterOwner, int counterSourceCardId, int counterIndex)
{
return counterOwner.TagCollectionContainer.ActivateCountTags.IsSkillOccurred(counterSourceCardId, counterIndex);
}
}