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>
100 lines
3.8 KiB
C#
100 lines
3.8 KiB
C#
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Wizard;
|
|
|
|
public class AIRuleBaseBattleSimulator
|
|
{
|
|
private EnemyAI _ai;
|
|
|
|
private PlayPtnWithToken[] _bestPlayPtnWithToken;
|
|
|
|
private bool _canChangeToTimeOverLogic;
|
|
|
|
public AIRuleBaseBattleSimulator(EnemyAI ai, PlayPtnWithToken[] bestPlayPtnWithToken, bool canChangeToTimeOverLogic)
|
|
{
|
|
_ai = ai;
|
|
_bestPlayPtnWithToken = bestPlayPtnWithToken;
|
|
_canChangeToTimeOverLogic = canChangeToTimeOverLogic;
|
|
}
|
|
|
|
public void RunSequence(AIVirtualField originalField, int[] actionPermList, int evoIndex, List<int> enemyTargets, SimulationResult bestRecord, SimulationAdditionalActionInfoSet additionalOptions, InplayMovePatternFilter patternFilter, bool checkActFailure = true)
|
|
{
|
|
AIVirtualField aIVirtualField = new AIVirtualField(originalField);
|
|
bool[] array = new bool[actionPermList.Length];
|
|
for (int i = 0; i < array.Length; i++)
|
|
{
|
|
array[i] = true;
|
|
}
|
|
AIVirtualActionInfo aIVirtualActionInfo = AISimulationUtility.CreateActionInfoOnFieldFromSituation(aIVirtualField, additionalOptions?.ForceEvoAction);
|
|
List<AIVirtualActionInfo> actionInfoSequence = AISimulationUtility.GetActionInfoSequence(aIVirtualField, actionPermList, array, (aIVirtualActionInfo != null) ? (-1) : evoIndex);
|
|
if (aIVirtualActionInfo != null && !actionInfoSequence.Any((AIVirtualActionInfo info) => info.ActionType == AIOperationType.EVOLVE))
|
|
{
|
|
bool flag = false;
|
|
for (int num = 0; num < actionInfoSequence.Count; num++)
|
|
{
|
|
if (actionInfoSequence[num].Actor.IsSameCard(aIVirtualActionInfo.Actor))
|
|
{
|
|
actionInfoSequence.Insert(num, aIVirtualActionInfo);
|
|
flag = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!flag)
|
|
{
|
|
actionInfoSequence.Add(aIVirtualActionInfo);
|
|
}
|
|
}
|
|
List<AIVirtualCard> enemyTargetSequence = AISimulationUtility.GetEnemyTargetSequence(aIVirtualField, enemyTargets);
|
|
SimulationSetting simSetting = new SimulationSetting(isHandRemovalValid: true, useLeaderAttackPreCheck: true, aIVirtualField.IsNoSkipAttackInPlayPtn(), checkActFailure);
|
|
ExecuteSimulationWithActionSequence(aIVirtualField, actionInfoSequence, enemyTargetSequence, simSetting, bestRecord, patternFilter);
|
|
}
|
|
|
|
private void ExecuteSimulationWithActionSequence(AIVirtualField fieldTemp, List<AIVirtualActionInfo> actionInfoSequence, List<AIVirtualCard> enemyTargetSequence, SimulationSetting simSetting, SimulationResult bestRecord, InplayMovePatternFilter patternFilter)
|
|
{
|
|
BattleSequencer.ExecSimulation(fieldTemp, actionInfoSequence, enemyTargetSequence, simSetting);
|
|
if (NeedsChangeToTimeOverLogic())
|
|
{
|
|
return;
|
|
}
|
|
AIVirtualTurnEndInfo aIVirtualTurnEndInfo = new AIVirtualTurnEndInfo(fieldTemp.AllyClass);
|
|
actionInfoSequence.Add(aIVirtualTurnEndInfo);
|
|
BattleSequencer.OnAfterExecuteAttackCommon(fieldTemp, aIVirtualTurnEndInfo, ref actionInfoSequence, isAttackToLeaderAgain: true);
|
|
if (NeedsChangeToTimeOverLogic())
|
|
{
|
|
return;
|
|
}
|
|
float num = AISimulationUtility.EvaluateField(fieldTemp, EvaluationType.SELF_TURN);
|
|
if (NeedsChangeToTimeOverLogic())
|
|
{
|
|
return;
|
|
}
|
|
float num2 = num;
|
|
if (_bestPlayPtnWithToken == null)
|
|
{
|
|
num2 = num - (fieldTemp.EnemyClass.IsDead ? 0f : fieldTemp.EvaluateThreaten());
|
|
}
|
|
if (AISimulationUtility.IsBestRecord(fieldTemp, num2, num, bestRecord))
|
|
{
|
|
bestRecord.BestResultField = fieldTemp;
|
|
bestRecord.MaxFieldValue = num2;
|
|
bestRecord.ActionSequence = actionInfoSequence;
|
|
bestRecord.MaxFieldValueAtSelfTurnEnd = num;
|
|
if (fieldTemp.EnemyClass.IsDead)
|
|
{
|
|
bestRecord.MinActionLengthOfLethal = fieldTemp.ActionLength;
|
|
}
|
|
patternFilter?.ConfirmBestPattern(enemyTargetSequence);
|
|
}
|
|
}
|
|
|
|
private bool NeedsChangeToTimeOverLogic()
|
|
{
|
|
if (_ai.IsRunWeakLogic)
|
|
{
|
|
return !_canChangeToTimeOverLogic;
|
|
}
|
|
return false;
|
|
}
|
|
}
|