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>
235 lines
5.4 KiB
C#
235 lines
5.4 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AISinglePlayptnRecord
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{
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public List<int> PlayPtn;
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public ulong PlayPtnHash;
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public List<PlayedCardInfo> PlayedCardList;
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public bool IsValid;
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public int LastRestPp;
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public int TotalDrawCount;
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public float FirstPlayCardPriority;
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public AIVirtualCard FirstSummonedAllyFollower;
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public int ReferenceFieldIndex { get; private set; }
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public List<AIVirtualCard> UsableHandCardList { get; private set; }
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public List<AIVirtualCard> RestHandCardList { get; private set; }
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public List<AIVirtualCard> AllDiscardedCardList { get; private set; }
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public int PlayPtnCount
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{
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get
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{
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if (PlayPtn != null)
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{
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return PlayPtn.Count;
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}
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return 0;
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}
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}
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public AISinglePlayptnRecord(List<int> playPtn, AIVirtualField field, int fieldIndex)
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{
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PlayPtn = playPtn;
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PlayPtnHash = AIHandPtnCalculator.CalculatePlayPtnHash(field, playPtn);
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IsValid = true;
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LastRestPp = field.AllyPp;
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ReferenceFieldIndex = fieldIndex;
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TotalDrawCount = 0;
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InitializeHandCardList(field);
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AllDiscardedCardList = null;
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PlayedCardList = new List<PlayedCardInfo>();
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for (int i = 0; i < playPtn.Count; i++)
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{
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int num = playPtn[i];
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AIVirtualCard card = field.AllyHandCards[num];
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PlayedCardList.Add(new PlayedCardInfo(num, card));
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if (i == 0)
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{
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FirstPlayCardPriority = card.GetPriority(playPtn);
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}
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}
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}
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public void UpdatePlayPtnRecord(PlayedCardInfo info)
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{
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TotalDrawCount += info.DrawCount;
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LastRestPp = info.RestPp;
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if (!info.IsPlayable)
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{
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IsValid = false;
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}
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RestHandCardList.Remove(info.Card);
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info.IsProcessed = true;
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}
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public bool IsToBeRegister()
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{
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return PlayPtn.Count == PlayedCardList.Count;
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}
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public AIVirtualCard FindRealActor(AIVirtualCard originalCard)
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{
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List<PlayedCardInfo> playedCardList = PlayedCardList;
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for (int i = 0; i < playedCardList.Count; i++)
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{
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PlayedCardInfo playedCardInfo = playedCardList[i];
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if (originalCard.IsSameCard(playedCardInfo.Card) && playedCardInfo.TransformCard != null)
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{
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return playedCardInfo.TransformCard;
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}
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}
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return originalCard;
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}
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public bool IsMatchedPattern(List<int> playPtn)
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{
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for (int i = 0; i < PlayPtn.Count; i++)
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{
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int num = PlayPtn[i];
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int num2 = playPtn[i];
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if (num != num2)
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{
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return false;
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}
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}
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return true;
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}
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private void InitializeHandCardList(AIVirtualField field)
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{
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UsableHandCardList = new List<AIVirtualCard>();
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RestHandCardList = new List<AIVirtualCard>();
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for (int i = 0; i < field.AllyHandCards.Count; i++)
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{
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AIVirtualCard item = field.AllyHandCards[i];
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RestHandCardList.Add(item);
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if (!PlayPtn.Contains(i))
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{
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UsableHandCardList.Add(item);
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}
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}
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}
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public bool IsAllTargetsUsableHandCard(List<AIVirtualCard> targets)
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{
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if (UsableHandCardList == null)
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{
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return false;
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}
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for (int i = 0; i < targets.Count; i++)
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{
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AIVirtualCard item = targets[i];
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if (!UsableHandCardList.Contains(item))
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{
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return false;
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}
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}
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return true;
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}
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public bool IsUsableHandCard(AIVirtualCard card)
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{
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if (UsableHandCardList == null)
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{
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return false;
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}
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for (int i = 0; i < UsableHandCardList.Count; i++)
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{
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if (UsableHandCardList[i].IsSameCard(card))
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{
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return true;
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}
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}
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return false;
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}
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public void CheckRegisteredDiscardInfo(AIDiscardInfo discardInfo)
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{
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if (discardInfo.IsNGByAI)
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{
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IsValid = false;
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}
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else if (discardInfo.IsSuccess)
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{
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List<AIVirtualCard> targetList = discardInfo.TargetList;
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UpdateHandCardList(targetList);
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AllDiscardedCardList = AIParamQuery.AddRangeToList(targetList, AllDiscardedCardList);
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}
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}
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public void UpdateHandCardList(List<AIVirtualCard> usedHandCardList)
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{
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if (usedHandCardList != null && usedHandCardList.Count > 0)
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{
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for (int i = 0; i < usedHandCardList.Count; i++)
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{
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AIVirtualCard item = usedHandCardList[i];
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UsableHandCardList.Remove(item);
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RestHandCardList.Remove(item);
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}
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}
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}
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public void RegisterPreprocess(PlayedCardInfo info, AIVirtualTargetSelectAction situation, AIVirtualField field)
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{
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AISimulationPreprocessRecorder preprocessRecorder = situation.PreprocessRecorder;
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info.RegisterPreprocess(preprocessRecorder);
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AIVirtualCard card = info.Card;
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if (preprocessRecorder.TotalBurialCount <= 0)
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{
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return;
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}
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AIVirtualTargetSelectInfo burialSelectInfo = card.GetBurialSelectInfo(field, situation);
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bool flag = false;
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bool isBreakPlayptn = false;
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if (burialSelectInfo != null)
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{
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AISelectedTargetInfo burialSelectTargets = burialSelectInfo.GetBurialSelectTargets(situation, field, burialSelectInfo, this, out isBreakPlayptn);
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if (burialSelectTargets != null)
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{
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info.RegisterPreDecidedPreprocessTarget(burialSelectTargets);
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UpdateHandCardList(burialSelectTargets.Targets);
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flag = true;
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}
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}
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if (flag)
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{
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IsValid = !isBreakPlayptn;
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}
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else
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{
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preprocessRecorder.ClearBurialCount();
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}
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}
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public PlayedCardInfo FindPlayedCardInfo(AIVirtualCard actor)
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{
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if (PlayedCardList == null || PlayedCardList.Count <= 0)
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{
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return null;
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}
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for (int i = 0; i < PlayedCardList.Count; i++)
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{
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PlayedCardInfo playedCardInfo = PlayedCardList[i];
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if (actor.IsSameCard(playedCardInfo.Card))
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{
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return playedCardInfo;
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}
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}
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return null;
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}
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}
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