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>
183 lines
7.1 KiB
C#
183 lines
7.1 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle;
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using Wizard.Battle.View.Vfx;
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public class ExecutionInfoCreatorBase
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{
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protected SkillBase _skill;
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public ExecutionInfoCreatorBase(SkillBase skill)
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{
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_skill = skill;
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}
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public virtual bool IsSkipTargetAiSelect()
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{
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return false;
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}
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public virtual bool CheckCondition(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool isPrePlay, bool isSkipTargetAiSelect = false)
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{
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return _skill.ConditionFilterCollection.Filtering(playerInfoPair, _skill.SkillPrm.ownerCard, option, _skill.OptionValue, isPrePlay, _skill, isSkipTargetAiSelect);
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}
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public virtual bool CheckScanCondition(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool isPrePlay)
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{
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return false;
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}
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public bool VisualCheckCondition(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool isPrePlay)
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{
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return _skill.ConditionFilterCollection.Filtering(playerInfoPair, _skill.SkillPrm.ownerCard, option, _skill.OptionValue, isPrePlay, _skill);
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}
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public virtual IEnumerable<BattleCardBase> CalcApplyTargets(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, ref int targetCount, bool isCheckInHand = false)
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{
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if (_skill.ApplySelectFilter is SkillRandomSelectFilter skillRandomSelectFilter)
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{
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targetCount = skillRandomSelectFilter.CalcCount(_skill.OptionValue);
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}
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if (option.SelectedCards.Count < 0 || !option.SelectedCards.Any((SkillConditionCheckerOption.SkillAndSelectTarget s) => s.SelectSkill == _skill && s.SelectCard != null))
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{
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IEnumerable<BattleCardBase> selectableCards = _skill.GetSelectableCards(playerInfoPair, option);
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return _skill.ApplySelectFilter.Filtering(selectableCards, _skill.OptionValue, option);
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}
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return IfNeededSelectCardCheck(playerInfoPair, option);
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}
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protected List<BattleCardBase> IfNeededSelectCardCheck(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option)
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{
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List<IReadOnlyBattleCardInfo> target = _skill.FilteringByTargetFilter(playerInfoPair, option).ToList();
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List<BattleCardBase> list = new List<BattleCardBase>();
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int i;
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for (i = 0; i < target.Count; i++)
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{
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if (option.SelectedCards.Count > 0 && option.SelectedCards.Any((SkillConditionCheckerOption.SkillAndSelectTarget s) => s.SelectSkill == _skill && s.SelectCard == target[i]))
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{
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list.Add((BattleCardBase)target[i]);
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}
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}
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if (option.SelectedCards.Count == 0)
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{
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return new List<BattleCardBase>();
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}
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return list;
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}
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public virtual VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>> FixedSkillApplyTarget(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, ref int targetCount)
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{
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IEnumerable<BattleCardBase> source = CalcApplyTargets(playerInfoPair, option, ref targetCount);
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VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>> vfxWith = NotIndependentCardFiltering(source.ToList());
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return new VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>>(vfxWith.Vfx, SkillAllowTargetFiltering(vfxWith.Value_1), vfxWith.Value_2);
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}
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public virtual List<BattleCardBase> GetSelectableCards(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool isSkipForceSelect = false, List<BattleCardBase> selectedCards = null)
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{
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if (_skill.IsWhenPlaySkill && ((_skill.SkillPrm.ownerCard.IsUnit && _skill.SkillPrm.selfBattlePlayer.Class.SkillApplyInformation.IsCantActivateFanfareUnit) || (_skill.SkillPrm.ownerCard.IsField && _skill.SkillPrm.selfBattlePlayer.Class.SkillApplyInformation.IsCantActivateFanfareField)))
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{
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return new List<BattleCardBase>();
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}
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if (_skill.IsChoiceType)
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{
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IEnumerable<int> enumerable = SkillOptionValue.ParseOptionTokenID(_skill.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.card_id, "_OPT_NULL_"));
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List<BattleCardBase> list = new List<BattleCardBase>();
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int num = (_skill.SkillPrm.ownerCard.BaseParameter.IsFoil ? 1 : 0);
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{
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foreach (int item2 in enumerable)
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{
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BattleCardBase item = _skill.SkillPrm.selfBattlePlayer.CreateVirtualCard(item2 + num, item2 + num);
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list.Add(item);
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}
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return list;
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}
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}
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List<IReadOnlyBattleCardInfo> list2 = _skill.ApplyFilterCollection.Filtering(playerInfoPair, option, _skill.OptionValue);
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if (selectedCards != null && selectedCards.Count > 0)
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{
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list2 = list2.Where((IReadOnlyBattleCardInfo c) => !selectedCards.Contains(c)).ToList();
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}
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List<IReadOnlyBattleCardInfo> list3 = _skill.FilteringSneakTarget(list2).ToList();
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if (!isSkipForceSelect)
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{
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list3 = _skill.FilteringForceSelectTargets(list3).ToList();
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}
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return list3.Cast<BattleCardBase>().ToList();
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}
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protected virtual VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>> NotIndependentCardFiltering(List<BattleCardBase> cards)
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{
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bool num = _skill is Skill_powerup || _skill is Skill_power_down || _skill is Skill_damage || _skill is Skill_summon_card || _skill is Skill_summon_token || _skill is Skill_token_draw || _skill is Skill_update_deck || _skill is Skill_invoke_skill;
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bool flag = _skill.IsAllResidentTiming && cards.Count == 1 && cards.Contains(_skill.SkillPrm.ownerCard);
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if (num || flag)
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{
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return new VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>>(NullVfx.GetInstance(), cards, new Dictionary<int, BattleCardBase>());
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}
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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List<BattleCardBase> list = new List<BattleCardBase>();
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Dictionary<int, BattleCardBase> dictionary = new Dictionary<int, BattleCardBase>();
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for (int i = 0; i < cards.Count; i++)
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{
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if (cards[i].SkillApplyInformation.IsIndependent)
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{
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if (!(_skill is Skill_select) && !(_skill is Skill_copy_skill))
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{
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dictionary.Add(i, cards[i]);
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sequentialVfxPlayer.Register(NullVfx.GetInstance());
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}
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else
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{
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dictionary.Add(i, cards[i]);
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}
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}
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else
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{
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list.Add(cards[i]);
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}
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}
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return new VfxWith<List<BattleCardBase>, Dictionary<int, BattleCardBase>>(sequentialVfxPlayer, list, dictionary);
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}
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protected virtual List<BattleCardBase> SkillAllowTargetFiltering(List<BattleCardBase> cards)
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{
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List<BattleCardBase> list = new List<BattleCardBase>();
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if (!_skill.IsAllowDestroyTarget)
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{
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for (int i = 0; i < cards.Count; i++)
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{
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if (!cards[i].IsDead)
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{
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list.Add(cards[i]);
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}
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}
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}
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else
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{
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list = cards;
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}
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return list;
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}
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protected bool IsSkipTargetSkill(SkillBase skill)
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{
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if (skill.SkillPrm.ownerCard.IsPlayer)
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{
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return false;
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}
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if (!(skill is Skill_powerup) && !(skill is Skill_cost_change))
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{
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return false;
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}
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if (!skill.IsUserSelectType)
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{
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return false;
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}
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if (!(skill.ApplyingTargetFilter is SkillTargetHandFilter) && !(skill.ApplyingTargetFilter is SkillTargetHandOtherSelfFilter) && !skill.ApplyAndFilter.Any((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetHandFilter || f.TargetFilter is SkillTargetHandOtherSelfFilter))
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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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}
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