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>
116 lines
3.9 KiB
C#
116 lines
3.9 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Cute;
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namespace Wizard;
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public static class AIReanimateSimulationUtility
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{
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public static bool IsReanimate(AIVirtualCard tagOwner, int cost)
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{
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AIVirtualField selfField = tagOwner.SelfField;
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return (tagOwner.IsAlly ? selfField.CardListSet.AllyDestroyedCards : selfField.CardListSet.EnemyDestroyedCards).Any((AIVirtualCard c) => c.IsUnit && c.Cost <= cost);
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}
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public static int GetReanimateTokenId(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, List<AIScriptTokenBase> filters, AIPolishConvertedExpression costExpression, AIScriptTokenArgType side, out bool isTokenAlly)
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{
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int num = (int)costExpression.EvalArg(tagOwner, playPtn, field, situation);
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if (num < 0)
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{
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isTokenAlly = true;
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return -1;
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}
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isTokenAlly = AISummonTokenUtility.GetIsTokenAlly(tagOwner, side);
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return EvalReanimateTokenID(tagOwner, num, filters, isTokenAlly, playPtn, situation);
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}
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private static int EvalReanimateTokenID(AIVirtualCard tagOwner, int reanimateCost, List<AIScriptTokenBase> filters, bool isTokenAlly, List<int> playPtn, AISituationInfo situation)
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{
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if (reanimateCost == -1)
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{
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return -1;
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}
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int result = -1;
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AIVirtualField selfField = tagOwner.SelfField;
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List<AIVirtualCard> list = (isTokenAlly ? selfField.CardListSet.AllyDestroyedCards : selfField.CardListSet.EnemyDestroyedCards);
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if (list.IsNotNullOrEmpty())
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{
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list = FilteringReanimateTargets(list, reanimateCost, tagOwner, filters, playPtn, situation);
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if (list == null || list.Count <= 0)
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{
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return result;
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}
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Dictionary<int, int> dictionary = new Dictionary<int, int>();
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for (int i = 0; i < list.Count; i++)
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{
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int baseId = list[i].BaseId;
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if (dictionary.ContainsKey(baseId))
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{
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dictionary[baseId]++;
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}
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else
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{
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dictionary.Add(baseId, 1);
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}
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}
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int maxDestroyedCount = dictionary.Max((KeyValuePair<int, int> pair) => pair.Value);
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if (dictionary.Count((KeyValuePair<int, int> pair) => pair.Value == maxDestroyedCount) == 1)
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{
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result = dictionary.First((KeyValuePair<int, int> pair) => pair.Value == maxDestroyedCount).Key;
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}
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else
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{
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float num = float.MaxValue;
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List<KeyValuePair<int, int>> maxDestroyedPair = dictionary.Where((KeyValuePair<int, int> pair) => pair.Value == maxDestroyedCount).ToList();
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int i2;
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for (i2 = 0; i2 < maxDestroyedPair.Count; i2++)
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{
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AIVirtualCard aIVirtualCard = list.First((AIVirtualCard c) => c.BaseId == maxDestroyedPair[i2].Key);
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float num2 = AIEvalReanimateUtility.EvalReanimateTargetValue(aIVirtualCard, selfField, playPtn, situation);
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num2 *= (isTokenAlly ? 1f : (-1f));
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if (num2 < num)
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{
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result = aIVirtualCard.BaseId;
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num = num2;
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}
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}
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}
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}
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return result;
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}
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public static List<AIVirtualCard> FilteringReanimateTargets(List<AIVirtualCard> reanimateTargets, int reanimateCost, AIVirtualCard tagOwner, List<AIScriptTokenBase> filters, List<int> playPtn, AISituationInfo situation)
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{
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if (reanimateTargets == null)
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{
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return null;
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}
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int maxReanimateCost = -1;
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List<AIVirtualCard> list = null;
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for (int i = 0; i < reanimateTargets.Count; i++)
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{
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AIVirtualCard aIVirtualCard = reanimateTargets[i];
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int cost = aIVirtualCard.Cost;
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if (aIVirtualCard.IsUnit && cost <= reanimateCost && (filters == null || filters.Count < 0 || AIFilteringUtility.CheckMatchTargetFiltering(aIVirtualCard, reanimateTargets, filters, playPtn, tagOwner, situation)))
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{
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if (maxReanimateCost < cost)
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{
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maxReanimateCost = cost;
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}
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if (list == null)
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{
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list = new List<AIVirtualCard>();
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}
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list.Add(aIVirtualCard);
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}
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}
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if (list == null)
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{
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return null;
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}
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list.RemoveAll((AIVirtualCard c) => c.Cost != maxReanimateCost);
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return list;
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}
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}
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