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>
371 lines
13 KiB
C#
371 lines
13 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.Operation;
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using Wizard.Battle.Resource;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public class Prediction
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{
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protected VfxMgr _vfxMgr;
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protected IBattleResourceMgr _battleResourceManager;
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private BattlePlayerPair _pair;
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private List<BattleCardBase> _selectCards;
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public Prediction(IBattleResourceMgr battleResourceManager, BattlePlayerPair pair)
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{
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_battleResourceManager = battleResourceManager;
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_pair = pair;
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_vfxMgr = new VfxMgr();
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_selectCards = new List<BattleCardBase>();
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}
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public void Dispose()
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{
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if (_vfxMgr != null)
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{
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_vfxMgr.Dispose();
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_vfxMgr = null;
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}
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_battleResourceManager = null;
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_pair = null;
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_selectCards.Clear();
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}
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// _isFeatureEnabled was a `public static bool` default-false with no writers anywhere in the
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// codebase — dead in headless and never toggled by the client build we ported from. Collapsed
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// to a constant-false so per-battle isolation isn't polluted by a process-wide flag.
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private bool IsEnabled() => false;
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public void TurnEnd()
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{
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if (IsEnabled())
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{
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_pair = _pair.Self.BattleMgr.GetBattlePlayerPair(isPlayer: true);
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BattlePlayerPair randomAll = TurnEnd(_pair, SimulationSelection.All);
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BattlePlayerPair randomNone = TurnEnd(_pair, SimulationSelection.None);
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Display(randomAll, randomNone);
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}
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}
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public void Clear()
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{
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if (IsEnabled())
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{
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_vfxMgr.RegisterSequentialVfx(ClearView(_pair));
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}
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}
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public void Update(float deltaTime)
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{
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_vfxMgr.Update(deltaTime);
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}
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public void Play(BattleCardBase card)
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{
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if (IsEnabled() && !card.Skills.CheckWhenPlaySelectTargetSkillCondition)
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{
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BattlePlayerPair randomAll = Play(_pair, card, null, SimulationSelection.All);
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BattlePlayerPair randomNone = Play(_pair, card, null, SimulationSelection.None);
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Display(randomAll, randomNone);
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}
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}
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private bool ShouldDisplayWarningMessage(BattlePlayerPair randomAll, BattlePlayerPair randomNone)
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{
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if (FindUsedRandomSkillOriginalCard(_pair.Self, randomAll.Self) != null)
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{
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return true;
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}
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if (FindUsedRandomSkillOriginalCard(_pair.Opponent, randomAll.Opponent) != null)
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{
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return true;
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}
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if (FindUsedRandomSkillOriginalCard(_pair.Opponent, randomNone.Self) != null)
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{
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return true;
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}
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return FindUsedRandomSkillOriginalCard(_pair.Opponent, randomNone.Opponent) != null;
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}
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private void Display(BattlePlayerPair randomAll, BattlePlayerPair randomNone)
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{
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if (IsEnabled())
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(ClearView(_pair));
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if (ShouldDisplayWarningMessage(randomAll, randomNone))
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{
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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}
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AddCardToWarning(_pair.Self, randomAll.Self);
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AddCardToWarning(_pair.Opponent, randomAll.Opponent);
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AddCardToWarning(_pair.Self, randomNone.Self);
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AddCardToWarning(_pair.Opponent, randomNone.Opponent);
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parallelVfxPlayer.Register(CreateDisplayVfx(_pair.Self, randomAll.Self, randomNone.Self));
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parallelVfxPlayer.Register(CreateDisplayVfx(_pair.Opponent, randomAll.Opponent, randomNone.Opponent));
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_vfxMgr.RegisterSequentialVfx(parallelVfxPlayer);
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}
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}
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private VfxBase CreateDisplayVfx(BattlePlayerBase original, BattlePlayerBase randomAll, BattlePlayerBase randomNone)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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List<BattleCardBase> classAndInPlayCardList = original.ClassAndInPlayCardList;
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for (int i = 0; i < classAndInPlayCardList.Count; i++)
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{
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BattleCardBase origin = classAndInPlayCardList[i];
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if (randomAll.PredictionWarningCards.Any((BattleCardBase x) => x.EquelsID(origin)) || randomNone.PredictionWarningCards.Any((BattleCardBase x) => x.EquelsID(origin)))
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{
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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}
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if (randomNone.CemeteryList.Any((BattleCardBase x) => x.EquelsID(origin)))
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{
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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continue;
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}
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if (randomNone.BanishList.Any((BattleCardBase x) => x.EquelsID(origin)))
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{
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if (!randomNone.ClassAndInPlayCardList.Any((BattleCardBase x) => x.EquelsID(origin)))
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{
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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}
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continue;
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}
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BattleCardBase battleCardBase = randomNone.ClassAndInPlayCardList.FindFromCardId(origin);
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if (battleCardBase != null)
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{
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int damage = origin.Life - battleCardBase.Life;
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if (battleCardBase.IsDead)
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{
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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}
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else if (battleCardBase.HasMoreDamageThan(origin))
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{
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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}
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}
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}
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return parallelVfxPlayer;
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}
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private static void ClearCardListView(IList<BattleCardBase> cardList)
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{
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for (int i = 0; i < cardList.Count; i++)
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{
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IBattleCardView battleCardView = cardList[i].BattleCardView;
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if (battleCardView.HasChild("forecast_banish") || battleCardView.HasReservedAttachChild("forecast_banish"))
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{
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battleCardView.DestroyChild("forecast_banish");
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}
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if (battleCardView.HasChild("forecast_damage") || battleCardView.HasReservedAttachChild("forecast_damage"))
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{
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battleCardView.DestroyChild("forecast_damage");
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}
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if (battleCardView.HasChild("forecast_death") || battleCardView.HasReservedAttachChild("forecast_death"))
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{
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battleCardView.DestroyChild("forecast_death");
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}
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if (battleCardView.HasChild("forecast_random") || battleCardView.HasReservedAttachChild("forecast_random"))
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{
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battleCardView.DestroyChild("forecast_random");
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}
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}
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}
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private static VfxBase ClearView(BattlePlayerPair pair)
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{
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ClearCardListView(pair.Self.ClassAndInPlayCardList);
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ClearCardListView(pair.Self.HandCardList);
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ClearCardListView(pair.Opponent.ClassAndInPlayCardList);
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return NullVfx.GetInstance();
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}
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private static BattleCardBase FindUsedRandomSkillOriginalCard(BattlePlayerBase originalBattlePlayer, BattlePlayerBase forecastBattlePlayer)
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{
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BattleCardBase[] forecastBattlePlayerCardArray = GetForecastBattlePlayerCardArray(forecastBattlePlayer);
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foreach (BattleCardBase card in forecastBattlePlayerCardArray)
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{
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if (card.Skills == null)
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{
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continue;
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}
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for (int j = 0; j < card.Skills.Count(); j++)
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{
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SkillBase skillBase = card.Skills.ElementAt(j);
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if (skillBase.UsedRandom && (skillBase is Skill_damage || skillBase is Skill_destroy || skillBase is Skill_banish) && (!(skillBase is Skill_banish skill_banish) || !(skill_banish.ApplyingTargetFilter is SkillTargetDeckFilter)))
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{
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return originalBattlePlayer.AllCards.Single((BattleCardBase c) => c.EquelsID(card));
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}
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}
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}
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return null;
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}
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private static void AddCardToWarning(BattlePlayerBase originalBattlePlayer, BattlePlayerBase forecastBattlePlayer)
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{
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BattleCardBase[] forecastBattlePlayerCardArray = GetForecastBattlePlayerCardArray(forecastBattlePlayer);
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List<BattleCardBase> list = new List<BattleCardBase>();
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bool flag = false;
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bool flag2 = false;
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foreach (BattleCardBase battleCardBase in forecastBattlePlayerCardArray)
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{
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if (battleCardBase.Skills == null)
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{
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continue;
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}
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if (!flag2)
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{
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List<SkillBase> repeatSkillsForPrediction = BattleUtility.GetRepeatSkillsForPrediction(originalBattlePlayer, battleCardBase);
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if (repeatSkillsForPrediction != null)
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{
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for (int j = 0; j < repeatSkillsForPrediction.Count(); j++)
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{
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if (repeatSkillsForPrediction.ElementAt(j).Used)
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{
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flag2 = true;
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break;
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}
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}
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}
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}
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for (int k = 0; k < battleCardBase.Skills.Count(); k++)
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{
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SkillBase skillBase = battleCardBase.Skills.ElementAt(k);
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if (skillBase.Used)
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{
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forecastBattlePlayer.PredictionWarningCards.Add(battleCardBase);
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}
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if (battleCardBase.IsInplay && skillBase.OnWhenSummonOtherStart != 0)
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{
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list.Add(battleCardBase);
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}
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if (skillBase.UsedRandom && skillBase is Skill_summon_card)
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{
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flag = true;
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}
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}
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}
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if (flag)
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{
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forecastBattlePlayer.PredictionWarningCards.UnionWith(list);
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}
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if (flag2)
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{
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forecastBattlePlayer.PredictionWarningCards.Add(forecastBattlePlayer.Class);
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}
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}
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private static BattleCardBase[] GetForecastBattlePlayerCardArray(BattlePlayerBase forecastBattlePlayer)
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{
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BattleCardBase[] array = new BattleCardBase[forecastBattlePlayer.HandCardList.Count + forecastBattlePlayer.ClassAndInPlayCardList.Count + forecastBattlePlayer.DeckCardList.Count + forecastBattlePlayer.CemeteryList.Count + forecastBattlePlayer.BanishList.Count + forecastBattlePlayer.FusionIngredientList.Count];
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int arrayLastIndex = 0;
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AddCardsToArray(array, ref arrayLastIndex, forecastBattlePlayer.HandCardList);
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AddCardsToArray(array, ref arrayLastIndex, forecastBattlePlayer.ClassAndInPlayCardList);
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AddCardsToArray(array, ref arrayLastIndex, forecastBattlePlayer.DeckCardList);
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AddCardsToArray(array, ref arrayLastIndex, forecastBattlePlayer.CemeteryList);
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AddCardsToArray(array, ref arrayLastIndex, forecastBattlePlayer.BanishList);
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AddCardsToArray(array, ref arrayLastIndex, forecastBattlePlayer.FusionIngredientList);
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return array;
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}
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private static void AddCardsToArray(BattleCardBase[] targetArray, ref int arrayLastIndex, IList<BattleCardBase> cards)
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{
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for (int i = 0; i < cards.Count; i++)
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{
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targetArray[arrayLastIndex] = cards[i];
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arrayLastIndex++;
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}
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}
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private static BattlePlayerPair TurnEnd(BattlePlayerPair sourcePair, SimulationSelection random)
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{
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sourcePair.Self.BattleMgr.InstanceIsForecast = true;
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bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
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sourcePair.Self.BattleMgr.IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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ChangeFilters(battlePlayerPair, random);
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CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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battlePlayerPair.Self.GetTurnEndSkillProcess().Process(battlePlayerPair);
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sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
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sourcePair.Self.BattleMgr.InstanceIsForecast = false;
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return battlePlayerPair;
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}
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private static BattlePlayerPair Play(BattlePlayerPair sourcePair, IBattleCardUniqueID playCardId, List<BattleCardBase> skillTargets, SimulationSelection random)
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{
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sourcePair.Self.BattleMgr.InstanceIsForecast = true;
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bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
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sourcePair.Self.BattleMgr.IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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ChangeFilters(battlePlayerPair, random);
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CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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Tuple<List<BattleCardBase>, List<int>> tuple = OperationSimulator.Play_GetTargetsAndChoice(battlePlayerPair, skillTargets);
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List<BattleCardBase> first = tuple.first;
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List<int> second = tuple.second;
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ActionProcessor actionProcessor = new ActionProcessor(battlePlayerPair);
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BattleCardBase card = battlePlayerPair.Self.HandCardList.FindFromCardId(playCardId);
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battlePlayerPair.Self.SetupActionProcessorEvent(actionProcessor);
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battlePlayerPair.Opponent.SetupActionProcessorEvent(actionProcessor);
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actionProcessor.PlayCard(card, first, second);
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sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
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sourcePair.Self.BattleMgr.InstanceIsForecast = false;
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return battlePlayerPair;
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}
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public static void ChangeFilters(BattlePlayerPair virtualPair, SimulationSelection random = SimulationSelection.All)
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{
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foreach (BattleCardBase allCard in virtualPair.Self.AllCards)
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{
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foreach (SkillBase skill in allCard.Skills)
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{
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if (skill.ApplySelectFilter is SimulateRandomSelectFilter simulateRandomSelectFilter)
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{
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simulateRandomSelectFilter._selection = random;
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}
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}
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}
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}
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public static void CloneSkillsPreprocessAndBuffInfo(BattlePlayerPair sourcePair, BattlePlayerPair virtualPair)
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{
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CloneSkillsPreprocessAndBuffInfo(sourcePair.Self, virtualPair.Self, virtualPair.Opponent);
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CloneSkillsPreprocessAndBuffInfo(sourcePair.Opponent, virtualPair.Opponent, virtualPair.Self);
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}
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private static void CloneSkillsPreprocessAndBuffInfo(BattlePlayerBase sourcePlayer, BattlePlayerBase virtualPlayer, BattlePlayerBase virtualOpponentPlayer)
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{
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List<BattleCardBase> list = virtualPlayer.AllCards.ToList();
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List<BattleCardBase> allCardsWithCemeteryAndBanish = virtualPlayer.AllCardsWithCemeteryAndBanish;
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List<BattleCardBase> oppCloneCards = virtualOpponentPlayer.AllCards.ToList();
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List<BattleCardBase> list2 = sourcePlayer.AllCards.ToList();
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for (int i = 0; i < list.Count; i++)
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{
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SkillCollectionBase skills = list[i].Skills;
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SkillCollectionBase skills2 = list2[i].Skills;
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for (int j = 0; j < skills.Count(); j++)
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{
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SkillBase skillBase = skills2.Get(j);
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SkillBase skillBase2 = skills.Get(j);
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if (skillBase == null || skillBase2 == null)
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{
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continue;
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}
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for (int k = 0; k < skillBase2.PreprocessList.Count; k++)
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{
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if (k < skillBase.PreprocessList.Count)
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{
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skillBase2.PreprocessList[k].Clone(skillBase.PreprocessList[k], skillBase2);
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}
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}
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skillBase2.CloneBuffInfoContainer(allCardsWithCemeteryAndBanish, oppCloneCards, skillBase);
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}
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}
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}
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}
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