Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIVirtualCardParameter.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

156 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
namespace Wizard;
public class AIVirtualCardParameter
{
public int BaseId;
public string CardName;
public int Attack;
public int Life;
public int DefaultAttack;
public int DefaultLife;
public int MaxLife;
public int DefLife;
public int LastLife;
public int MaxAttackableCount;
public int DefaultMaxAttackableCount;
public int EvoAttackPlus;
public int EvoLifePlus;
public AIVirtualCardParameter(BattleCardBase origin)
{
ISkillApplyInformation skillApplyInformation = origin.SkillApplyInformation;
BaseId = origin.BaseParameter.BaseCardId;
CardName = origin.BaseParameter.CardName;
Attack = origin.Atk;
Life = origin.Life;
DefaultAttack = origin.BaseParameter.Atk;
DefaultLife = origin.BaseParameter.Life;
MaxLife = origin.MaxLife;
DefLife = Life;
LastLife = skillApplyInformation.GetLastLife();
if (origin.IsUnit)
{
EvoAttackPlus = GetAtkFromSkillApplyInfo(skillApplyInformation.OffenseModifierList, origin.BaseParameter.EvoAtk) - GetAtkFromSkillApplyInfo(skillApplyInformation.OffenseModifierList, origin.BaseParameter.Atk);
EvoLifePlus = GetLifeFromSkillApplyInfo(skillApplyInformation.LifeModifierList, origin.BaseParameter.EvoLife) - GetLifeFromSkillApplyInfo(skillApplyInformation.LifeModifierList, origin.BaseParameter.Life);
MaxAttackableCount = origin.MaxAttackableCount;
DefaultMaxAttackableCount = origin.MaxAttackableCount;
}
else
{
EvoAttackPlus = 0;
EvoLifePlus = 0;
MaxAttackableCount = 0;
DefaultMaxAttackableCount = 0;
}
}
private AIVirtualCardParameter(AIVirtualCardParameter cloneOriginal)
{
BaseId = cloneOriginal.BaseId;
CardName = cloneOriginal.CardName;
Attack = cloneOriginal.Attack;
Life = cloneOriginal.Life;
DefaultAttack = cloneOriginal.DefaultAttack;
DefaultLife = cloneOriginal.DefaultLife;
MaxLife = cloneOriginal.MaxLife;
DefLife = cloneOriginal.DefLife;
LastLife = cloneOriginal.LastLife;
EvoAttackPlus = cloneOriginal.EvoAttackPlus;
EvoLifePlus = cloneOriginal.EvoLifePlus;
MaxAttackableCount = cloneOriginal.MaxAttackableCount;
DefaultMaxAttackableCount = cloneOriginal.MaxAttackableCount;
}
public AIVirtualCardParameter(BattleCardBase origin, BattleCardBase baseParamCard, AIBuffRecorderCollection buffRecord)
{
ISkillApplyInformation skillApplyInformation = baseParamCard.SkillApplyInformation;
(int, int) simulateBuff = buffRecord.GetSimulateBuff();
BaseId = origin.CardId;
CardName = origin.BaseParameter.CardName;
Attack = GetAtkFromSkillApplyInfo(skillApplyInformation.OffenseModifierList, origin.BaseParameter.Atk, simulateBuff.Item1);
Life = GetLifeFromSkillApplyInfo(skillApplyInformation.LifeModifierList, origin.BaseParameter.Life, simulateBuff.Item2);
DefaultAttack = origin.BaseParameter.Atk;
DefaultLife = origin.BaseParameter.Life;
MaxLife = origin.MaxLife + simulateBuff.Item2;
DefLife = Life;
LastLife = skillApplyInformation.GetLastLife() + simulateBuff.Item2;
if (origin.IsUnit)
{
EvoAttackPlus = GetAtkFromSkillApplyInfo(skillApplyInformation.OffenseModifierList, origin.BaseParameter.EvoAtk, simulateBuff.Item1) - Attack;
EvoLifePlus = GetLifeFromSkillApplyInfo(skillApplyInformation.LifeModifierList, origin.BaseParameter.EvoLife, simulateBuff.Item2) - Life;
MaxAttackableCount = origin.MaxAttackableCount;
DefaultMaxAttackableCount = origin.MaxAttackableCount;
}
else
{
EvoAttackPlus = 0;
EvoLifePlus = 0;
MaxAttackableCount = 0;
DefaultMaxAttackableCount = 0;
}
}
public AIVirtualCardParameter(int attack, int life, int attackableCount)
{
Attack = attack;
Life = life;
DefaultAttack = attack;
DefaultLife = life;
MaxLife = life;
DefLife = life;
LastLife = life;
MaxAttackableCount = attackableCount;
DefaultMaxAttackableCount = attackableCount;
BaseId = 0;
CardName = "Dummy";
EvoAttackPlus = 0;
EvoLifePlus = 0;
}
public AIVirtualCardParameter Clone()
{
return new AIVirtualCardParameter(this);
}
private int GetAtkFromSkillApplyInfo(List<ICardOffenseModifier> modifiers, int baseAtk, int simulateBuffValue = 0)
{
int num = baseAtk;
int count = modifiers.Count;
for (int i = 0; i < count; i++)
{
num = modifiers[i].CalcOffense(num);
}
return Math.Max(0, num + simulateBuffValue);
}
private int GetLifeFromSkillApplyInfo(List<ICardLifeModifier> modifiers, int baseMaxLife, int simulateBuffValue = 0)
{
int num = baseMaxLife;
int num2 = baseMaxLife;
int count = modifiers.Count;
for (int i = 0; i < count; i++)
{
ICardLifeModifier cardLifeModifier = modifiers[i];
num2 = cardLifeModifier.CalcMaxLife(num2);
num = cardLifeModifier.CalcLife(num);
num = Math.Min(num, num2);
}
return num + simulateBuffValue;
}
}