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>
156 lines
4.8 KiB
C#
156 lines
4.8 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Wizard;
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public class AIVirtualCardParameter
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{
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public int BaseId;
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public string CardName;
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public int Attack;
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public int Life;
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public int DefaultAttack;
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public int DefaultLife;
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public int MaxLife;
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public int DefLife;
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public int LastLife;
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public int MaxAttackableCount;
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public int DefaultMaxAttackableCount;
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public int EvoAttackPlus;
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public int EvoLifePlus;
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public AIVirtualCardParameter(BattleCardBase origin)
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{
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ISkillApplyInformation skillApplyInformation = origin.SkillApplyInformation;
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BaseId = origin.BaseParameter.BaseCardId;
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CardName = origin.BaseParameter.CardName;
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Attack = origin.Atk;
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Life = origin.Life;
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DefaultAttack = origin.BaseParameter.Atk;
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DefaultLife = origin.BaseParameter.Life;
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MaxLife = origin.MaxLife;
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DefLife = Life;
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LastLife = skillApplyInformation.GetLastLife();
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if (origin.IsUnit)
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{
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EvoAttackPlus = GetAtkFromSkillApplyInfo(skillApplyInformation.OffenseModifierList, origin.BaseParameter.EvoAtk) - GetAtkFromSkillApplyInfo(skillApplyInformation.OffenseModifierList, origin.BaseParameter.Atk);
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EvoLifePlus = GetLifeFromSkillApplyInfo(skillApplyInformation.LifeModifierList, origin.BaseParameter.EvoLife) - GetLifeFromSkillApplyInfo(skillApplyInformation.LifeModifierList, origin.BaseParameter.Life);
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MaxAttackableCount = origin.MaxAttackableCount;
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DefaultMaxAttackableCount = origin.MaxAttackableCount;
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}
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else
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{
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EvoAttackPlus = 0;
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EvoLifePlus = 0;
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MaxAttackableCount = 0;
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DefaultMaxAttackableCount = 0;
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}
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}
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private AIVirtualCardParameter(AIVirtualCardParameter cloneOriginal)
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{
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BaseId = cloneOriginal.BaseId;
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CardName = cloneOriginal.CardName;
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Attack = cloneOriginal.Attack;
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Life = cloneOriginal.Life;
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DefaultAttack = cloneOriginal.DefaultAttack;
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DefaultLife = cloneOriginal.DefaultLife;
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MaxLife = cloneOriginal.MaxLife;
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DefLife = cloneOriginal.DefLife;
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LastLife = cloneOriginal.LastLife;
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EvoAttackPlus = cloneOriginal.EvoAttackPlus;
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EvoLifePlus = cloneOriginal.EvoLifePlus;
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MaxAttackableCount = cloneOriginal.MaxAttackableCount;
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DefaultMaxAttackableCount = cloneOriginal.MaxAttackableCount;
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}
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public AIVirtualCardParameter(BattleCardBase origin, BattleCardBase baseParamCard, AIBuffRecorderCollection buffRecord)
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{
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ISkillApplyInformation skillApplyInformation = baseParamCard.SkillApplyInformation;
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(int, int) simulateBuff = buffRecord.GetSimulateBuff();
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BaseId = origin.CardId;
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CardName = origin.BaseParameter.CardName;
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Attack = GetAtkFromSkillApplyInfo(skillApplyInformation.OffenseModifierList, origin.BaseParameter.Atk, simulateBuff.Item1);
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Life = GetLifeFromSkillApplyInfo(skillApplyInformation.LifeModifierList, origin.BaseParameter.Life, simulateBuff.Item2);
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DefaultAttack = origin.BaseParameter.Atk;
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DefaultLife = origin.BaseParameter.Life;
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MaxLife = origin.MaxLife + simulateBuff.Item2;
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DefLife = Life;
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LastLife = skillApplyInformation.GetLastLife() + simulateBuff.Item2;
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if (origin.IsUnit)
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{
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EvoAttackPlus = GetAtkFromSkillApplyInfo(skillApplyInformation.OffenseModifierList, origin.BaseParameter.EvoAtk, simulateBuff.Item1) - Attack;
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EvoLifePlus = GetLifeFromSkillApplyInfo(skillApplyInformation.LifeModifierList, origin.BaseParameter.EvoLife, simulateBuff.Item2) - Life;
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MaxAttackableCount = origin.MaxAttackableCount;
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DefaultMaxAttackableCount = origin.MaxAttackableCount;
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}
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else
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{
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EvoAttackPlus = 0;
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EvoLifePlus = 0;
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MaxAttackableCount = 0;
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DefaultMaxAttackableCount = 0;
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}
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}
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public AIVirtualCardParameter(int attack, int life, int attackableCount)
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{
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Attack = attack;
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Life = life;
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DefaultAttack = attack;
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DefaultLife = life;
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MaxLife = life;
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DefLife = life;
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LastLife = life;
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MaxAttackableCount = attackableCount;
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DefaultMaxAttackableCount = attackableCount;
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BaseId = 0;
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CardName = "Dummy";
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EvoAttackPlus = 0;
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EvoLifePlus = 0;
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}
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public AIVirtualCardParameter Clone()
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{
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return new AIVirtualCardParameter(this);
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}
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private int GetAtkFromSkillApplyInfo(List<ICardOffenseModifier> modifiers, int baseAtk, int simulateBuffValue = 0)
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{
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int num = baseAtk;
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int count = modifiers.Count;
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for (int i = 0; i < count; i++)
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{
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num = modifiers[i].CalcOffense(num);
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}
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return Math.Max(0, num + simulateBuffValue);
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}
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private int GetLifeFromSkillApplyInfo(List<ICardLifeModifier> modifiers, int baseMaxLife, int simulateBuffValue = 0)
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{
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int num = baseMaxLife;
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int num2 = baseMaxLife;
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int count = modifiers.Count;
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for (int i = 0; i < count; i++)
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{
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ICardLifeModifier cardLifeModifier = modifiers[i];
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num2 = cardLifeModifier.CalcMaxLife(num2);
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num = cardLifeModifier.CalcLife(num);
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num = Math.Min(num, num2);
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}
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return num + simulateBuffValue;
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}
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}
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