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>
227 lines
5.9 KiB
C#
227 lines
5.9 KiB
C#
using System.Collections.Generic;
|
|
|
|
namespace Wizard;
|
|
|
|
public static class AISituationCurrentProcessAccessExtension
|
|
{
|
|
|
|
public static bool IsSameCurrentTriggerCardAndTriggerType(this AISituationInfo situation, AIVirtualCard card, AISituationTriggerInformation.TriggerType triggerType)
|
|
{
|
|
if (situation.IsNull())
|
|
{
|
|
return false;
|
|
}
|
|
AISituationTriggerInformation triggerInfo = situation.CurrentSkillProcessInfo.TriggerInfo;
|
|
if (triggerInfo.TriggerCard == null || triggerInfo.Type != triggerType)
|
|
{
|
|
return false;
|
|
}
|
|
return triggerInfo.IsTriggerCardAndTriggerType(card, triggerType);
|
|
}
|
|
|
|
public static bool IsSameCurrentTriggerCard(this AISituationInfo situation, AIVirtualCard card)
|
|
{
|
|
if (situation.IsNull())
|
|
{
|
|
return false;
|
|
}
|
|
AISituationTriggerInformation triggerInfo = situation.CurrentSkillProcessInfo.TriggerInfo;
|
|
if (triggerInfo.TriggerCard == null)
|
|
{
|
|
return false;
|
|
}
|
|
return triggerInfo.IsTriggerCard(card);
|
|
}
|
|
|
|
public static bool IsOwnSummonedCard(this AISituationInfo situation, AIVirtualCard card, AIScriptTokenArgType targetCardType, bool isLatest = false)
|
|
{
|
|
if (situation.IsNull())
|
|
{
|
|
return false;
|
|
}
|
|
List<AIVirtualCard> list = (isLatest ? situation.GetOwnLatestSummonedCards() : situation.GetOwnSummonedCards());
|
|
if (list == null || list.Count <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
switch (targetCardType)
|
|
{
|
|
case AIScriptTokenArgType.FOLLOWER:
|
|
if (!card.IsUnit)
|
|
{
|
|
return false;
|
|
}
|
|
break;
|
|
case AIScriptTokenArgType.AMULET:
|
|
if (!card.IsAmulet)
|
|
{
|
|
return false;
|
|
}
|
|
break;
|
|
default:
|
|
AIConsoleUtility.LogError($"IsOwnSummonedCard(): Unsupported target card type. type:{targetCardType}");
|
|
return false;
|
|
case AIScriptTokenArgType.ALL:
|
|
break;
|
|
}
|
|
for (int i = 0; i < list.Count; i++)
|
|
{
|
|
if (list[i].IsSameCard(card))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public static bool IsLatestOwnDrewCard(this AISituationInfo situation, AIVirtualCard card)
|
|
{
|
|
if (situation.IsNull())
|
|
{
|
|
return false;
|
|
}
|
|
List<AIVirtualCard> ownLatestDrewCards = situation.GetOwnLatestDrewCards();
|
|
if (ownLatestDrewCards == null || ownLatestDrewCards.Count <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
for (int i = 0; i < ownLatestDrewCards.Count; i++)
|
|
{
|
|
if (ownLatestDrewCards[i].IsSameCard(card))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public static bool IsLatestTarget(this AISituationInfo situation, AIVirtualCard card)
|
|
{
|
|
List<AIVirtualCard> latestTargets = situation.GetLatestTargets();
|
|
if (latestTargets == null || latestTargets.Count <= 0)
|
|
{
|
|
AIConsoleUtility.LogError("IsLatestTarget error!! candidates is empty!!!!!");
|
|
return false;
|
|
}
|
|
for (int i = 0; i < latestTargets.Count; i++)
|
|
{
|
|
if (card.IsSameCard(latestTargets[i]))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public static List<AIVirtualCard> GetOwnDestroyedCards(this AISituationInfo situation)
|
|
{
|
|
if (situation.IsNull())
|
|
{
|
|
return null;
|
|
}
|
|
return situation.CurrentSkillProcessInfo.OwnProcessRecord.OwnDestroyedCards;
|
|
}
|
|
|
|
public static List<AIVirtualCard> GetOwnSummonedCards(this AISituationInfo situation)
|
|
{
|
|
if (situation.IsNull())
|
|
{
|
|
return null;
|
|
}
|
|
return situation.CurrentSkillProcessInfo.OwnProcessRecord.OwnSummonedCards;
|
|
}
|
|
|
|
public static List<AIVirtualCard> GetOwnLatestSummonedCards(this AISituationInfo situation)
|
|
{
|
|
if (situation.IsNull())
|
|
{
|
|
return null;
|
|
}
|
|
return situation.CurrentSkillProcessInfo.OwnProcessRecord.OwnLatestSummonedCards;
|
|
}
|
|
|
|
public static List<AIVirtualCard> GetOwnLatestDrewCards(this AISituationInfo situation)
|
|
{
|
|
if (situation.IsNull())
|
|
{
|
|
return null;
|
|
}
|
|
return situation.CurrentSkillProcessInfo.OwnProcessRecord.OwnLatestDrewCards;
|
|
}
|
|
|
|
public static List<AIVirtualCard> GetLatestTargets(this AISituationInfo situation)
|
|
{
|
|
if (situation.IsNull())
|
|
{
|
|
return null;
|
|
}
|
|
return situation.CurrentSkillProcessInfo.OwnProcessRecord.LatestTargets;
|
|
}
|
|
|
|
public static int GetCurrentProcessDefaultDamage(this AISituationInfo situation)
|
|
{
|
|
if (situation.IsNull())
|
|
{
|
|
return -1;
|
|
}
|
|
return situation.CurrentSkillProcessInfo.OwnProcessRecord.DefaultDamage;
|
|
}
|
|
|
|
public static void RegisterOwnDestroyedCard(this AISituationInfo situation, AIVirtualCard card)
|
|
{
|
|
if (!situation.IsNull())
|
|
{
|
|
situation.CurrentSkillProcessInfo.OwnProcessRecord.AddOwnDestroyedCard(card);
|
|
}
|
|
}
|
|
|
|
public static void RegisterOwnBanishedCard(this AISituationInfo situation, AIVirtualCard card)
|
|
{
|
|
if (!situation.IsNull())
|
|
{
|
|
situation.CurrentSkillProcessInfo.OwnProcessRecord.AddOwnBanishedCard(card);
|
|
}
|
|
}
|
|
|
|
public static void RegisterOwnSummonedCardList(this AISituationInfo situation, List<AIVirtualCard> cards)
|
|
{
|
|
if (!situation.IsNull() && cards != null && cards.Count > 0)
|
|
{
|
|
situation.CurrentSkillProcessInfo.OwnProcessRecord.AddOwnSummonedCards(cards);
|
|
}
|
|
}
|
|
|
|
public static void RegisterOwnDrewCardList(this AISituationInfo situation, List<AIVirtualCard> cards)
|
|
{
|
|
if (!situation.IsNull() && cards != null && cards.Count > 0)
|
|
{
|
|
situation.CurrentSkillProcessInfo.OwnProcessRecord.AddOwnDrewCards(cards);
|
|
}
|
|
}
|
|
|
|
public static void RegisterSingleLatestTarget(this AISituationInfo situation, AIVirtualCard card)
|
|
{
|
|
if (!situation.IsNull())
|
|
{
|
|
situation.CurrentSkillProcessInfo.OwnProcessRecord.RegisterSingleLatestTarget(card);
|
|
}
|
|
}
|
|
|
|
public static void RegisterLatestTargetList(this AISituationInfo situation, List<AIVirtualCard> list)
|
|
{
|
|
if (!situation.IsNull() && list != null && list.Count > 0)
|
|
{
|
|
situation.CurrentSkillProcessInfo.OwnProcessRecord.RegisterLatestTargetList(list);
|
|
}
|
|
}
|
|
|
|
private static bool IsNull(this AISituationInfo situation)
|
|
{
|
|
if (situation != null)
|
|
{
|
|
return situation.CurrentSkillProcessInfo == null;
|
|
}
|
|
return true;
|
|
}
|
|
}
|