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>
159 lines
7.2 KiB
C#
159 lines
7.2 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.UI;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessBurialRite : SkillPreprocessBase
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{
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private readonly BattleCardBase _ownerCard;
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private readonly SkillBase _skill;
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private bool _isInvoked;
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public SkillPreprocessBurialRite(SkillBase skill, BattleCardBase ownerCard)
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{
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_skill = skill;
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_ownerCard = ownerCard;
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}
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public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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if (_isInvoked)
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{
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return true;
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}
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IBattlePlayerReadOnlyInfo readOnlySelf = playerInfoPair.ReadOnlySelf;
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int num = readOnlySelf.SkillInfoInPlayCards.Count();
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BattleCardBase originalCard = ((_ownerCard.TransformInfo.Type != BattleCardBase.TransformType.Metamorphose) ? _ownerCard.TransformInfo.OriginalCard : null);
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int num2 = readOnlySelf.SkillInfoHandCards.Count((IReadOnlyBattleCardInfo s) => s != _ownerCard && s != originalCard && s.IsUnit);
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int burialRiteCount = _ownerCard.GetBurialRiteCount(playerInfoPair, option, isPrePlay: false);
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int num3 = 5 - burialRiteCount;
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if (num <= num3)
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{
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return num2 >= burialRiteCount;
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}
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return false;
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}
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public override bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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if (_isInvoked)
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{
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return true;
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}
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IBattlePlayerReadOnlyInfo readOnlySelf = playerInfoPair.ReadOnlySelf;
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int num = readOnlySelf.SkillInfoInPlayCards.Count();
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BattleCardBase originalCard = ((_ownerCard.TransformInfo.Type != BattleCardBase.TransformType.Metamorphose) ? _ownerCard.TransformInfo.OriginalCard : null);
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int num2 = readOnlySelf.SkillInfoHandCards.Count((IReadOnlyBattleCardInfo s) => s != _ownerCard && s != originalCard && s.IsUnit);
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int burialRiteCount = _ownerCard.GetBurialRiteCount(playerInfoPair, option, isPrePlay: true);
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int num3 = ((_ownerCard.IsInplay || _ownerCard.IsSpell) ? (5 - burialRiteCount) : (5 - burialRiteCount - 1));
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if (num <= num3 && num2 >= burialRiteCount)
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{
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if (!_ownerCard.IsSpell && _skill.OnWhenEvolveStart == 0)
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{
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return !_ownerCard.SelfBattlePlayer.Class.SkillApplyInformation.IsCantActivateFanfareUnit;
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}
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return true;
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}
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return false;
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}
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public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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if (skill != _ownerCard.Skills.LastOrDefault((SkillBase s) => s.CheckCondition(playerPair, checkerOption, isPrePlay: true) && s.PreprocessList.Any((SkillPreprocessBase p) => p is SkillPreprocessBurialRite)))
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{
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return sequentialVfxPlayer;
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}
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if (_isInvoked)
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{
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return sequentialVfxPlayer;
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}
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if (skill.OptionValue.HasInfoByName(SkillFilterCreator.ContentKeyword.save_burial_rite_target))
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{
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skill.SkillPrm.ownerCard.SkillApplyInformation.SaveBurialRiteTargetList(checkerOption.BurialRiteCards);
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for (int num = 0; num < checkerOption.BurialRiteCards.Count; num++)
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{
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CardParameter baseParameter = checkerOption.BurialRiteCards.ElementAt(num).BaseParameter;
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BuffInfo buffInfo = new BuffInfo(baseParameter.CardId, baseParameter.NormalCardId, skill);
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buffInfo.IsSaveBurialRiteSkill = true;
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buffInfo.TargetCard = checkerOption.BurialRiteCards.ElementAt(num);
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_ownerCard.AddBuffInfo(buffInfo);
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}
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}
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SkillBaseSummon.SummonedCardsList summonedCardsList = new SkillBaseSummon.SummonedCardsList();
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foreach (BattleCardBase burialRiteCard in checkerOption.BurialRiteCards)
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{
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summonedCardsList.AddCardToSummonedCards(burialRiteCard, overrideSummonEffect: true);
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sequentialVfxPlayer.Register(burialRiteCard.LoseSkill());
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burialRiteCard.IsSelectedDuringSelectingBurialRiteTarget = false;
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if (!burialRiteCard.SelfBattlePlayer.BattleMgr.IsRecovery)
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{
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burialRiteCard.SelfBattlePlayer.BurialRiteOrDiscardCardHandIndexList.Add(burialRiteCard.SelfBattlePlayer.HandCardList.IndexOf(burialRiteCard));
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}
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}
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BattlePlayerBase.SummonInfo summonInfo = new BattlePlayerBase.SummonInfo(summonedCardsList.Any((BattleCardBase c) => c.IsPlayer), summonedCardsList, SkillBaseSummon.SUMMON_TYPE.HAND);
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BattlePlayerBase self = playerPair.Self;
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BattlePlayerBase.SummonInfo summonInfo2 = summonInfo;
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VfxWithLoadingSequential vfx = self.CardManagement(null, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.SUMMON, isRandom: false, null, null, skill, summonInfo2) as VfxWithLoadingSequential;
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sequentialVfxPlayer.Register(vfx);
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foreach (BattleCardBase item in summonedCardsList)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(Skill_summon_card.RemoveHandCardFromViewVfx(item, playerPair.Self, isBurialRite: true));
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parallelVfxPlayer.Register(item.StopSpellCharge());
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sequentialVfxPlayer.Register(parallelVfxPlayer);
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}
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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_ownerCard.SelfBattlePlayer.BurialRiteOrDiscardCardHandIndexList.Clear();
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}));
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StartPickMultiCardVfx vfx2 = new StartPickMultiCardVfx(summonedCardsList, _ownerCard.ResourceMgr, _ownerCard.IsPlayer, isToken: true);
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sequentialVfxPlayer.Register(vfx2);
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_ownerCard.SelfBattlePlayer.CallOnSummonCards(_ownerCard, checkerOption.BurialRiteCards, _ownerCard.IsPlayer, isDeckSelf: false, isIgnoreVoice: false, isBurialRite: true);
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_ownerCard.SelfBattlePlayer.CallOnSkillDestroyOrBanish(_ownerCard, isBurialRite: true);
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ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
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foreach (BattleCardBase item2 in summonedCardsList)
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{
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item2.SelfBattlePlayer.GameBurialRiteCards.Add(item2);
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item2.SelfBattlePlayer.TurnBurialRiteCards.Add(item2);
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item2.SelfBattlePlayer.StartSkillWhenBurialRiteOther(item2, skillProcessor);
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SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
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item2.FlagCardAsDestroyedBySkill();
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item2.DeathTypeInfo.BurialRite = true;
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sequentialVfxPlayer2.Register(item2.SkillApplyInformation.AllSkillEffectStop());
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sequentialVfxPlayer2.Register(item2.SelfBattlePlayer.CardManagement(item2, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, isRandom: false, null, null, skill));
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parallelVfxPlayer2.Register(sequentialVfxPlayer2);
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}
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if (!_ownerCard.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
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{
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BattleLogManager.GetInstance().AddLogSkillDeath(summonedCardsList.ToList(), skill);
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}
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sequentialVfxPlayer.Register(parallelVfxPlayer2);
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return sequentialVfxPlayer;
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}
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public static List<BattleCardBase> GetBurialRiteTarget(BattlePlayerBase self, BattleCardBase ownerCard)
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{
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List<BattleCardBase> list = new List<BattleCardBase>();
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List<BattleCardBase> handCardList = self.HandCardList;
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for (int i = 0; i < handCardList.Count; i++)
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{
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BattleCardBase battleCardBase = handCardList[i];
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if (ownerCard.Index != battleCardBase.Index && battleCardBase.IsUnit)
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{
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list.Add(battleCardBase);
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}
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}
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return list;
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}
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public void SetInvoked()
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{
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_isInvoked = true;
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}
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}
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