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>
208 lines
7.2 KiB
C#
208 lines
7.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using Cute;
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using Wizard.Battle;
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using Wizard.Battle.View.Vfx;
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public abstract class SkillBaseSummon : SkillBase
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{
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public enum SUMMON_TYPE
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{
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TOKEN,
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DECK,
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HAND,
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DESTROYED
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}
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public class SummonedCardsList : IEnumerable<BattleCardBase>, IEnumerable
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{
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public class CardEffectPair
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{
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public BattleCardBase card;
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public VfxBase summonEffect;
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public CardEffectPair(BattleCardBase _card, bool _overrideSummonEffect)
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{
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card = _card;
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summonEffect = (_overrideSummonEffect ? NullVfx.GetInstance() : null);
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}
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}
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public readonly ReadOnlyCollection<CardEffectPair> summonedCardEffectPairList;
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public readonly ReadOnlyCollection<CardEffectPair> overflowCardEffectPairList;
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private List<CardEffectPair> m_summonedCardEffectPairList;
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private List<CardEffectPair> m_overflowCardEffectPairList;
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public IEnumerable<BattleCardBase> summonedCards
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{
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get
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{
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foreach (CardEffectPair summonedCardEffectPair in m_summonedCardEffectPairList)
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{
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yield return summonedCardEffectPair.card;
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}
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}
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}
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public IEnumerable<BattleCardBase> overflowCards
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{
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get
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{
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foreach (CardEffectPair overflowCardEffectPair in m_overflowCardEffectPairList)
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{
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yield return overflowCardEffectPair.card;
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}
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}
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}
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public IEnumerable<CardEffectPair> cardEffectPairList
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{
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get
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{
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foreach (CardEffectPair summonedCardEffectPair in m_summonedCardEffectPairList)
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{
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yield return summonedCardEffectPair;
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}
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foreach (CardEffectPair overflowCardEffectPair in m_overflowCardEffectPairList)
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{
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yield return overflowCardEffectPair;
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}
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}
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}
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public SummonedCardsList()
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{
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m_summonedCardEffectPairList = new List<CardEffectPair>();
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m_overflowCardEffectPairList = new List<CardEffectPair>();
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summonedCardEffectPairList = new ReadOnlyCollection<CardEffectPair>(m_summonedCardEffectPairList);
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overflowCardEffectPairList = new ReadOnlyCollection<CardEffectPair>(m_overflowCardEffectPairList);
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}
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public IEnumerator<BattleCardBase> GetEnumerator()
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{
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foreach (BattleCardBase summonedCard in summonedCards)
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{
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yield return summonedCard;
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}
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foreach (BattleCardBase overflowCard in overflowCards)
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{
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yield return overflowCard;
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}
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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public void AddCardToSummonedCards(BattleCardBase summonedCard, bool overrideSummonEffect = false)
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{
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m_summonedCardEffectPairList.Add(new CardEffectPair(summonedCard, overrideSummonEffect));
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}
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public void AddCardToOverflowCards(BattleCardBase overflowCard, bool overrideSummonEffect = false)
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{
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m_overflowCardEffectPairList.Add(new CardEffectPair(overflowCard, overrideSummonEffect));
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}
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}
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protected bool _isIgnoreVoice;
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protected bool _isRandomVoice;
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protected bool _isEvoVoice;
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protected float _voiceWaitTime = -1f;
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public override bool IsAllowDestroyTarget => true;
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protected SkillBaseSummon(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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protected void InitSummonParameter()
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{
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_isIgnoreVoice = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.ignore_voice, "false") == "true";
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_isRandomVoice = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.random_voice, "false") == "true";
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_isEvoVoice = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.summon_voice, "_OPT_NULL_") == "evo_voice";
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if (!float.TryParse(base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.voice_wait_time, "_OPT_NULL_"), out _voiceWaitTime))
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{
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_voiceWaitTime = -1f;
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}
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}
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protected SummonedCardsList CreateSummonedCardsList(IEnumerable<BattleCardBase> originalCards, IEnumerable<int> tokenIds, BattlePlayerBase summonPlayer, string summonSideOption = "null", bool isGetoff = false)
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{
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SummonedCardsList summonedList = new SummonedCardsList();
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List<BattleCardBase> list = originalCards.ToList();
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BattlePlayerBase obj = ((summonSideOption == "null" && list.Count > 0) ? list[0].SelfBattlePlayer : summonPlayer);
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bool isPlayer = obj.IsPlayer;
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int num = obj.ClassAndInPlayCardList.Count;
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bool isCopy = list.Count > 0 && IsHaveApplicableTargetFilter<SkillTargetDiscardCardListFilter>();
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for (int i = 0; i < tokenIds.Count(); i++)
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{
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int copyIndex = -1;
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if (list.Count > 0)
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{
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copyIndex = ((list.Count < tokenIds.Count()) ? list.First().Index : list.ElementAt(i).Index);
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}
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if (!AddTokenToList(ref summonedList, tokenIds.ElementAt(i), num, isPlayer, isGetoff, isCopy, copyIndex))
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{
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break;
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}
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num++;
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}
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return summonedList;
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}
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private bool AddTokenToList(ref SummonedCardsList summonedList, int tokenID, int inPlayCardCount, bool isPlayer, bool isGetoff = false, bool isCopy = false, int copyIndex = -1)
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{
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if (inPlayCardCount < 6)
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{
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summonedList.AddCardToSummonedCards(CreateSummonedToken(isPlayer, tokenID, isGetoff, isCopy, copyIndex));
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return true;
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}
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summonedList.AddCardToOverflowCards(CreateDummyToken(isPlayer, tokenID));
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return false;
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}
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private BattleCardBase CreateSummonedToken(bool isPlayer, int tokenId, bool isGetoff = false, bool isCopy = false, int copyIndex = -1)
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{
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if (SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsNetworkBattle && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork && !base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast)
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{
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NetworkBattleDefine.NetworkCardPlaceState placeStatus = (isGetoff ? NetworkBattleDefine.NetworkCardPlaceState.Riding : NetworkBattleDefine.NetworkCardPlaceState.Field);
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return SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.CreateBattleCardWithGameObject(new BattleManagerBase.CardCreateInfo(tokenId, isPlayer, base.ApplyingTargetFilter is SkillTargetChosenCardsFilter, placeStatus, isReferenceOpponentCard: false, this), new BattleManagerBase.IndexInfo(-1, -1, isCopy, copyIndex));
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}
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return ((base.SkillPrm.selfBattlePlayer.IsPlayer == isPlayer) ? base.SkillPrm.selfBattlePlayer : base.SkillPrm.opponentBattlePlayer).CreateNextIndexCard(tokenId);
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}
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private BattleCardBase CreateDummyToken(bool isPlayer, int tokenId)
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{
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return CardCreatorBase.CreateCard(tokenId, isPlayer, 0, SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.SBattleLoad, SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr, SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.BattleResourceMgr, NullInnerOptionsBuilder.GetInstance());
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}
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protected virtual VfxWithLoading CreateSummonCardAnimation(bool isPlayer, SummonedCardsList summonedCardsList, bool isOwnerEffect = false)
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{
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List<string> list = new List<string>();
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foreach (BattleCardBase summonedCards in summonedCardsList)
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{
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list.Add(Toolbox.ResourcesManager.GetAssetTypePath(summonedCards.BaseParameter.SummonEffectPath, ResourcesManager.AssetLoadPathType.Effect2D));
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}
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foreach (string item in list)
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{
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if (item == null)
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{
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return NullVfxWithLoading.GetInstance();
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}
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}
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return VfxWithLoading.Create(new StartPickMultiCardVfx(summonedCardsList, base.SkillPrm.resourceMgr, isPlayer, isToken: true, _isIgnoreVoice, _isRandomVoice));
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}
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}
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