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>
153 lines
4.7 KiB
C#
153 lines
4.7 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.Player.ClassCharacter;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Player.Emotion;
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public abstract class EmotionBase : IEmotion
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{
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protected readonly string _emotionId;
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protected readonly IClassCharacter _classCharacter;
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public Vector3 LeaderPosition
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{
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get
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{
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if (_classCharacter.GameObject == null)
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{
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return Vector3.zero;
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}
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return _classCharacter.GameObject.transform.position;
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}
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}
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public bool Enable { get; set; }
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public event Func<ClassCharaPrm.EmotionType, VfxBase> OnPlay;
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protected EmotionBase(string emotionId, IClassCharacter classCharacter)
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{
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Enable = true;
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_emotionId = emotionId;
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_classCharacter = classCharacter;
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}
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public VfxBase PlayEmotion(ClassCharaPrm.EmotionType emoteType, float hideTextTime)
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{
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if (!Enable)
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{
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return NullVfx.GetInstance();
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}
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// Pre-Phase-5b: emotion data headless-empty; branch dead
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return NullVfx.GetInstance();
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}
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public VfxBase PlayEmotion(Wizard.Emotion emotionInfo, float hideTextTime)
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{
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bool flag = false;
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ClassCharaPrm.EmotionType emotion_id = (ClassCharaPrm.EmotionType)emotionInfo.emotion_id;
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if ((uint)(emotion_id - 15) <= 4u || emotion_id == ClassCharaPrm.EmotionType.STORY_LOSE)
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{
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flag = true;
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}
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string voiceId = emotionInfo.GetVoiceId(IsSkinEvolved());
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string text = emotionInfo.GetText(IsSkinEvolved());
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if (flag)
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{
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return PlayEmotion(emotionInfo.motion_id, emotionInfo.face_id, voiceId, text, hideTextTime, flag);
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}
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if (true /* Pre-Phase-5b: IsWatchBattle const-false */)
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{
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return PlayEmotion(emotionInfo.motion_id, emotionInfo.face_id, voiceId, text, hideTextTime, flag);
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}
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return NullVfx.GetInstance();
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}
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public virtual VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text)
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{
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return PlayEmotion(motionType, faceType, voiceId, text, 1.5f);
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}
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public bool IsSkinEvolved()
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{
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// Pre-Phase-5b: no mgr in scope; skin-evolved gate defaults to false
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return false;
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}
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public virtual VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text, float hideTextTime, bool forcePlay = false)
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{
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if (!Enable)
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{
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return NullVfx.GetInstance();
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}
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if (IsSkinEvolved())
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{
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switch (motionType)
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{
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case ClassCharaPrm.MotionType.extra_2:
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motionType = ClassCharaPrm.MotionType.z_extra_2;
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break;
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case ClassCharaPrm.MotionType.damage:
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motionType = ClassCharaPrm.MotionType.z_damage;
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break;
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case ClassCharaPrm.MotionType.greet:
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motionType = ClassCharaPrm.MotionType.z_greet;
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break;
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case ClassCharaPrm.MotionType.idle:
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motionType = ClassCharaPrm.MotionType.z_idle;
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break;
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case ClassCharaPrm.MotionType.negative:
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motionType = ClassCharaPrm.MotionType.z_negative;
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break;
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case ClassCharaPrm.MotionType.negative_2:
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motionType = ClassCharaPrm.MotionType.z_negative_2;
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break;
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case ClassCharaPrm.MotionType.negative_2_a:
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motionType = ClassCharaPrm.MotionType.z_negative_2_a;
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break;
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case ClassCharaPrm.MotionType.positive:
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motionType = ClassCharaPrm.MotionType.z_positive;
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break;
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case ClassCharaPrm.MotionType.positive_2:
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motionType = ClassCharaPrm.MotionType.z_positive_2;
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break;
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case ClassCharaPrm.MotionType.shock:
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motionType = ClassCharaPrm.MotionType.z_shock;
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break;
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case ClassCharaPrm.MotionType.think:
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motionType = ClassCharaPrm.MotionType.z_think;
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break;
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}
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}
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if (text == "NONE")
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{
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return SequentialVfxPlayer.Create(_classCharacter.CreateLoadVoiceResource(voiceId), InstantVfx.Create(delegate
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{
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_classCharacter.PlayMotion(motionType);
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_classCharacter.ChangeFace(faceType);
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}), _classCharacter.PlayVoice(voiceId, forcePlay), WaitVfx.Create(hideTextTime));
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}
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VfxBase vfxBase = NullVfx.GetInstance();
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VfxBase vfxBase2 = NullVfx.GetInstance();
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if (text != string.Empty)
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{
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vfxBase = _classCharacter.ShowVoiceMessage(text);
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vfxBase2 = _classCharacter.HideVoiceMessage();
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}
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return SequentialVfxPlayer.Create(_classCharacter.CreateLoadVoiceResource(voiceId), InstantVfx.Create(delegate
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{
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_classCharacter.PlayMotion(motionType);
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_classCharacter.ChangeFace(faceType);
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}), _classCharacter.PlayVoice(voiceId, forcePlay), vfxBase, (hideTextTime > 0f) ? ((VfxBase)WaitVfx.Create(hideTextTime)) : ((VfxBase)new OpeningVfx.WaitVoiceEndVfx()), vfxBase2);
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}
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public virtual VfxBase ReceiveOpponentEmotion(ClassCharaPrm.EmotionType emotionType)
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{
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return NullVfx.GetInstance();
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}
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}
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