Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIDiscardUtility.cs
gamer147 2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
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>
2026-07-03 19:18:54 -04:00

258 lines
8.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Wizard;
public static class AIDiscardUtility
{
private class DiscardCandidateOrder : IComparer<Tuple<AIVirtualCard, float>>
{
public enum SortType
{
Ascending,
Dscending
}
private SortType _sortOrder;
public DiscardCandidateOrder(SortType sortType)
{
_sortOrder = sortType;
}
public int Compare(Tuple<AIVirtualCard, float> left, Tuple<AIVirtualCard, float> right)
{
if (left.second > right.second)
{
if (_sortOrder != SortType.Ascending)
{
return -1;
}
return 1;
}
if (left.second < right.second)
{
if (_sortOrder != SortType.Ascending)
{
return 1;
}
return -1;
}
return 0;
}
}
public static float CalcAllDiscardedBonus(AIVirtualField field, AISituationInfo playSituation, List<int> playPtn)
{
AIDiscardInfo discardInfo = playSituation.DiscardInfo;
if (discardInfo == null || !discardInfo.IsValuable)
{
return 0f;
}
float num = 0f;
for (int i = 0; i < discardInfo.TargetList.Count; i++)
{
num += EvaluateDiscardedBonus(discardInfo.TargetList[i], playPtn, playSituation, field, isIgnoreInBattle: false, isCalcCostDiff: false, isCalcTokenValue: false);
}
if (field.CardListSet.HasAfterDiscardTagHolder)
{
for (int j = 0; j < field.CardListSet.AfterDiscardTagHolders.Count; j++)
{
AIVirtualCard tagOwner = field.CardListSet.AfterDiscardTagHolders[j];
num += tagOwner.GetAllyDiscardBonus(playPtn, playSituation, useIgnoreInBattle: false);
}
}
return num;
}
public static float EvaluateDiscardedBonus(AIVirtualCard targetCard, List<int> playPtn, AISituationInfo situation, AIVirtualField field, bool isIgnoreInBattle, bool isCalcCostDiff, bool isCalcTokenValue)
{
float num = 0f;
num += targetCard.GetDiscardedBonus(playPtn, situation, isIgnoreInBattle);
if (isCalcTokenValue)
{
num += targetCard.GetDiscardedTokenBonus(field, playPtn, situation, isIgnoreInBattle);
}
num -= targetCard.GetHandBonus(playPtn, situation, isIgnoreInFusion: false);
if (isCalcCostDiff)
{
num += (float)Mathf.Abs(targetCard.SelfField.AllyPpTotal - targetCard.Cost) * 0.001f;
}
if (playPtn != null && playPtn.Count > 0)
{
for (int i = 0; i < playPtn.Count; i++)
{
if (field.AllyHandCards[playPtn[i]].IsSameCard(targetCard))
{
num += -1000f;
break;
}
}
}
return num;
}
public static List<AITokenInformation> GetAllDiscardedTokenIds(AIDiscardInfo discardInfo, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
if (discardInfo == null || !discardInfo.IsValuable)
{
return null;
}
List<AITokenInformation> list = null;
for (int i = 0; i < discardInfo.TargetList.Count; i++)
{
List<AITokenInformation> discardedTokenIds = discardInfo.TargetList[i].GetDiscardedTokenIds(field, playPtn, situation);
if (discardedTokenIds != null)
{
list = AIParamQuery.AddRangeToList(discardedTokenIds, list);
}
}
return list;
}
public static List<AIVirtualCard> SelectBestDiscardTarget(AIVirtualCard tagOwner, AIVirtualField field, List<AIVirtualCard> discardCandidates, int discardCount, List<int> playPtn, AISituationInfo situation)
{
return SelectDiscardTargets(tagOwner, field, discardCandidates, discardCount, playPtn, situation, DiscardCandidateOrder.SortType.Dscending);
}
public static List<AIVirtualCard> SelectWorstDiscardTarget(AIVirtualCard tagOwner, AIVirtualField field, List<AIVirtualCard> discardCandidates, int discardCount, List<int> playPtn, AISituationInfo situation)
{
return SelectDiscardTargets(tagOwner, field, discardCandidates, discardCount, playPtn, situation, DiscardCandidateOrder.SortType.Ascending);
}
private static List<AIVirtualCard> SelectDiscardTargets(AIVirtualCard tagOwner, AIVirtualField field, List<AIVirtualCard> discardCandidates, int discardCount, List<int> playPtn, AISituationInfo situation, DiscardCandidateOrder.SortType sortType)
{
if (discardCandidates == null)
{
return null;
}
List<AIVirtualCard> list;
if (discardCandidates.Count <= discardCount)
{
list = new List<AIVirtualCard>(discardCandidates.Count);
for (int i = 0; i < discardCandidates.Count; i++)
{
list.Add(discardCandidates[i]);
}
return list;
}
list = SortDiscardCandidats(discardCandidates, playPtn, situation, field, sortType);
return list.GetRange(0, discardCount);
}
private static List<AIVirtualCard> SortDiscardCandidats(List<AIVirtualCard> candidates, List<int> playPtn, AISituationInfo situation, AIVirtualField field, DiscardCandidateOrder.SortType sortType)
{
List<Tuple<AIVirtualCard, float>> list = new List<Tuple<AIVirtualCard, float>>();
for (int i = 0; i < candidates.Count; i++)
{
list.Add(new Tuple<AIVirtualCard, float>
{
first = candidates[i],
second = EvaluateDiscardedBonus(candidates[i], playPtn, situation, field, isIgnoreInBattle: false, isCalcCostDiff: true, isCalcTokenValue: true)
});
}
DiscardCandidateOrder comparer = new DiscardCandidateOrder(sortType);
list.Sort(comparer);
List<AIVirtualCard> list2 = new List<AIVirtualCard>(list.Count);
for (int j = 0; j < list.Count; j++)
{
list2.Add(list[j].first);
}
return list2;
}
public static bool IsMatchedDiscardTarget(AIVirtualCard tagOwner, List<AIScriptTokenBase> filters, List<int> playPtn, AISituationInfo situation)
{
if (tagOwner == null || situation == null)
{
return false;
}
AIDiscardInfo discardInfo = situation.DiscardInfo;
if (discardInfo == null || !discardInfo.IsValuable)
{
return false;
}
List<AIVirtualCard> targetList = discardInfo.TargetList;
for (int i = 0; i < targetList.Count; i++)
{
if (AIFilteringUtility.CheckMatchTargetFiltering(targetList[i], targetList, filters, playPtn, tagOwner, situation))
{
return true;
}
}
return false;
}
public static int GetDiscardCount(AIScriptTokenArgType discardListType, AIVirtualCard ownerCard, List<int> playPtn, AISituationInfo situation)
{
AIVirtualField selfField = ownerCard.SelfField;
switch (discardListType)
{
case AIScriptTokenArgType.PLAYED:
return GetDiscardCountFromDiscardedList(selfField);
case AIScriptTokenArgType.BEFORE_PLAYPTN:
return GetDiscardCountFromBeforePlayPtnNew(ownerCard, selfField, playPtn, selfField.AI.PlayPtnRecorder);
case AIScriptTokenArgType.NOW:
{
AIDiscardInfo discardInfo = situation.DiscardInfo;
if (discardInfo == null || !discardInfo.IsValuable)
{
return 0;
}
return discardInfo.TargetList.Count;
}
default:
return 0;
}
}
private static int GetDiscardCountFromDiscardedList(AIVirtualField field)
{
return field.AI.DiscardedCards.Count((AIVirtualCard c) => c.IsSelfTurn == field.AllyBattlePlayer.IsSelfTurn && field.AI.BattleMgr.CurrentTurn == c.DestroyedTurn);
}
private static int GetDiscardCountFromBeforePlayPtnNew(AIVirtualCard ownerCard, AIVirtualField field, List<int> playPtn, AIPlayptnRecorder recorder)
{
AISinglePlayptnRecord playptnRecordOnSim = field.GetPlayptnRecordOnSim(playPtn);
if (playptnRecordOnSim == null)
{
AIConsoleUtility.LogError("GetDiscardCountFromPlayPtn error!! Cannot find playPtn record!!!!!");
return 0;
}
int num = 0;
List<PlayedCardInfo> playedCardList = playptnRecordOnSim.PlayedCardList;
for (int i = 0; i < playedCardList.Count; i++)
{
PlayedCardInfo playedCardInfo = playedCardList[i];
if (playedCardInfo.Card.IsSameCard(ownerCard))
{
break;
}
if (playedCardInfo.DiscardInfo != null && playedCardInfo.DiscardInfo.TargetList != null)
{
num += playedCardInfo.DiscardInfo.TargetList.Count;
}
}
return num;
}
public static bool CheckAttackDiscardTargetInPlayPtn(AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
if (situation.ActionType != AIOperationType.ATTACK)
{
return false;
}
AIVirtualCard actor = situation.Actor;
if (!actor.TagCollectionContainer.HasTag(AIPlayTagType.AttackDiscard))
{
return false;
}
if (actor.TagCollectionContainer.AttackTags.CheckAttackDiscardTargetInPlayPtn(actor, field.AllyHandCards, playPtn, situation))
{
return true;
}
return false;
}
}