Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_evolve.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

132 lines
6.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle.Resource;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_evolve : SkillBase
{
protected List<BattleCardBase> _evolvedBySkill = new List<BattleCardBase>();
public Skill_evolve(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
if (parameter.targetCards.Where((BattleCardBase c) => !c.IsEvolution).Count() == 0)
{
return NullVfxWithLoading.GetInstance();
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer3 = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer4 = ParallelVfxPlayer.Create();
_evolvedBySkill = parameter.targetCards.Where((BattleCardBase battleCardBase2) => battleCardBase2.CanEvolution(isSkill: true, isSelfBattlePlayer: true) && battleCardBase2.IsInplay).ToList();
if (IsBattleLog)
{
BattleLogManager.GetInstance().AddLogSkillEvolution(_evolvedBySkill, this);
}
base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnBeforeSkillEvolve(base.SkillPrm.ownerCard, _evolvedBySkill);
float num = 0f;
int num2 = 0;
foreach (BattleCardBase card in parameter.targetCards)
{
if (!card.CanEvolution(isSkill: true, isSelfBattlePlayer: true) || !card.IsInplay)
{
continue;
}
Action enableAttackControlAction = null;
Action enableAttackTargettingMovementAction = null;
base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.VfxMgr.RegisterImmediateVfx(InstantVfx.Create(delegate
{
if (card.IsPlayer)
{
enableAttackControlAction = card.ForceAttackOff();
}
else
{
enableAttackTargettingMovementAction = card.BattleCardView._attackTargetSelectInfo.DisableAttackTargettingMovement();
}
}));
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create(WaitVfx.Create(num));
BattleCardBase battleCardBase = card;
VfxWithLoading vfxWithLoading = CreateSkillEffect(base.SkillPrm.resourceMgr, battleCardBase.AsIEnumerable(), isFollowInHand: false, addToLastOperation: true, num2 > 0);
parallelVfxPlayer.Register(vfxWithLoading.LoadingVfx);
sequentialVfxPlayer.Register(vfxWithLoading.MainVfx);
bool evolveMeWhenAttack = (base.IsBeforAttackSkill && battleCardBase == base.SkillPrm.ownerCard) || (base.IsBeforeAttackSelfAndOtherSkill && battleCardBase != base.SkillPrm.ownerCard);
if (evolveMeWhenAttack)
{
base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnEvolveMeWhenAttack(battleCardBase);
}
sequentialVfxPlayer.Register(card.Evolution(isSkill: true, parameter.skillProcessor, new SkillConditionCheckerOption()));
parallelVfxPlayer3.Register(sequentialVfxPlayer);
parallelVfxPlayer2.Register(TurnOffAttackFrameVfx(card));
parallelVfxPlayer4.Register(ToggleOffCantAttackVfx(card, enableAttackControlAction, enableAttackTargettingMovementAction));
num += 0.05f;
num2++;
}
RegisterEvolveTriggerSkill(parameter.skillProcessor, parameter.targetCards);
VfxBase vfxToRegister = UIManager.GetInstance().CreateNowLoadingVfx(parallelVfxPlayer);
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create(parallelVfxPlayer2, parallelVfxPlayer3, parallelVfxPlayer4);
vfxWithLoadingSequential.RegisterToLoadingVfx(vfxToRegister);
return vfxWithLoadingSequential;
}
private VfxBase TurnOffAttackFrameVfx(BattleCardBase evolvedCard)
{
return InstantVfx.Create(delegate
{
evolvedCard.BattleCardView._inPlayFrameEffect.HideFrameEffect();
});
}
private VfxBase ToggleOffCantAttackVfx(BattleCardBase evolvedCard, Action enableAttackControlAction, Action enableAttackTargettingMovementAction)
{
return InstantVfx.Create(delegate
{
enableAttackControlAction.Call();
enableAttackTargettingMovementAction.Call();
});
}
private void RegisterEvolveTriggerSkill(SkillProcessor skillProcessor, IEnumerable<BattleCardBase> targets)
{
List<BattleCardBase> list = base.SkillPrm.selfBattlePlayer.HandCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)).ToList();
list.AddRange(base.SkillPrm.opponentBattlePlayer.HandCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)));
list.AddRange(base.SkillPrm.selfBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)));
list.AddRange(base.SkillPrm.opponentBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)));
int i;
for (i = 0; i < list.Count; i++)
{
if (targets.Any((BattleCardBase t) => t != list[i]) && list[i].Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0))
{
skillProcessor.Register(list[i].Skills.CreateWhenEvolveOtherInfo(targets.ToList(), skillProcessor, new BattlePlayerReadOnlyInfoPair(list[i].SelfBattlePlayer, list[i].OpponentBattlePlayer)));
}
if (list[i].Skills.Any((SkillBase s) => s.OnWhenEvolveSelfAndOtherStart != 0))
{
skillProcessor.Register(list[i].Skills.CreateWhenEvolveSelfAndOtherInfo(targets.ToList(), skillProcessor, new BattlePlayerReadOnlyInfoPair(list[i].SelfBattlePlayer, list[i].OpponentBattlePlayer)));
}
}
}
protected override bool IsSkipInduction(SkillProcessor.ProcessCallType callType)
{
if (!base.IsSkipInduction(callType))
{
if (base.ApplyingTargetFilter is SkillTargetSelfFilter && base.ApplyAndFilter.All((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetSelfFilter))
{
return base.SkillPrm.ownerCard.IsEvolution;
}
return false;
}
return true;
}
}