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>
304 lines
6.1 KiB
C#
304 lines
6.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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using UnityEngine.SocialPlatforms;
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namespace Wizard;
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public class AchievementImpl : MonoBehaviour
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{
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public enum eAchievementID
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{
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ELF10,
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ELF25,
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ELF40,
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RYL10,
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RYL25,
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RYL40,
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WCH10,
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WCH25,
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WCH40,
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DGN10,
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DGN25,
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DGN40,
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NCR10,
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NCR25,
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NCR40,
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VMP10,
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VMP25,
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VMP40,
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BSP10,
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BSP25,
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BSP40,
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RANK_D,
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RANK_C,
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RANK_B,
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RANK_A,
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NEM10,
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NEM25,
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NEM40
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}
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public class AchievementCallbackImpl : IAchievementCallback
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{
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private bool _bShowAchievementAfterSignIn;
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public void OnSignIn(bool success)
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{
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if (success)
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{
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instance.mIsSignIn = true;
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if (_bShowAchievementAfterSignIn)
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{
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AchievementManager.ShowAchievementsUI();
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}
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PlayerPrefsWrapper.SetBool(PlayerPrefsWrapper.SOCIAL_ACHIEVEMENT_SIGNIN, flag: true);
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}
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else
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{
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PlayerPrefsWrapper.SetBool(PlayerPrefsWrapper.SOCIAL_ACHIEVEMENT_SIGNIN, flag: false);
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}
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_bShowAchievementAfterSignIn = false;
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}
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public void OnSignOut()
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{
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instance.mIsSignIn = false;
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PlayerPrefsWrapper.SetBool(PlayerPrefsWrapper.SOCIAL_ACHIEVEMENT_SIGNIN, flag: false);
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}
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public void OnReleaseAchievement(bool success)
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{
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}
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public void OnProceedAchievement(bool success)
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{
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}
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public void OnLoadAchievements(IAchievement[] achievements)
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{
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}
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public void OnLoadAchievementDescriptions(IAchievementDescription[] descriptions)
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{
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}
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}
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private readonly string[] mszAchievementID = new string[36]
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{
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"CgkIz8_azvQHEAIQAQ", "CgkIz8_azvQHEAIQAg", "CgkIz8_azvQHEAIQAw", "CgkIz8_azvQHEAIQBA", "CgkIz8_azvQHEAIQBQ", "CgkIz8_azvQHEAIQBg", "CgkIz8_azvQHEAIQBw", "CgkIz8_azvQHEAIQCA", "CgkIz8_azvQHEAIQCQ", "CgkIz8_azvQHEAIQCg",
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"CgkIz8_azvQHEAIQCw", "CgkIz8_azvQHEAIQDA", "CgkIz8_azvQHEAIQDQ", "CgkIz8_azvQHEAIQDg", "CgkIz8_azvQHEAIQDw", "CgkIz8_azvQHEAIQEA", "CgkIz8_azvQHEAIQEQ", "CgkIz8_azvQHEAIQEg", "CgkIz8_azvQHEAIQEw", "CgkIz8_azvQHEAIQFA",
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"CgkIz8_azvQHEAIQFQ", "CgkIz8_azvQHEAIQFg", "CgkIz8_azvQHEAIQFw", "CgkIz8_azvQHEAIQGA", "CgkIz8_azvQHEAIQGQ", "CgkIz8_azvQHEAIQGg", "CgkIz8_azvQHEAIQGw", "CgkIz8_azvQHEAIQHA", "CgkIz8_azvQHEAIQHQ", "CgkIz8_azvQHEAIQHg",
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"CgkIz8_azvQHEAIQHw", "CgkIz8_azvQHEAIQIA", "CgkIz8_azvQHEAIQIQ", "CgkIz8_azvQHEAIQJA", "CgkIz8_azvQHEAIQJQ", "CgkIz8_azvQHEAIQJg"
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};
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private bool mIsSignIn;
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private AchievementCallbackImpl mCallbackImpl;
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public static AchievementImpl instance;
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private void Awake()
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{
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Initialize();
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}
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public void Initialize()
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{
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if (mCallbackImpl == null)
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{
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mCallbackImpl = new AchievementCallbackImpl();
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}
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AchievementManager.Initialize(mCallbackImpl);
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instance = this;
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}
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public void ReleaseAchievement(eAchievementID id)
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{
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if (mIsSignIn)
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{
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AchievementManager.ReleaseAchievement(mszAchievementID[(int)id]);
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}
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}
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public void ReleaseAchievement(string id)
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{
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if (mIsSignIn)
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{
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AchievementManager.ReleaseAchievement(id);
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ReleaseAchievementShouldBeReleased();
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}
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}
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private void ReleaseAchievementShouldBeReleased()
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{
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for (int i = 1; i < 9; i++)
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{
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ClassCharaPrm classPrm = null; // Pre-Phase-5b: no class prm headless
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Dictionary<int, eAchievementID> achievementIDsByClass = getAchievementIDsByClass((CardBasePrm.ClanType)i);
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int classCharaLv = classPrm.GetClassCharaLv();
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if (classCharaLv >= 10)
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{
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ReleaseAchievement(achievementIDsByClass[10]);
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}
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if (classCharaLv >= 25)
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{
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ReleaseAchievement(achievementIDsByClass[25]);
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}
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if (classCharaLv >= 40)
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{
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ReleaseAchievement(achievementIDsByClass[40]);
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}
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}
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for (int j = 0; j < 2; j++)
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{
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int num = PlayerStaticData.UserRank((Format)j);
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if (num >= 5)
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{
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ReleaseAchievement(eAchievementID.RANK_D);
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}
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if (num >= 9)
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{
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ReleaseAchievement(eAchievementID.RANK_C);
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}
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if (num >= 13)
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{
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ReleaseAchievement(eAchievementID.RANK_B);
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}
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if (num >= 17)
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{
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ReleaseAchievement(eAchievementID.RANK_A);
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}
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}
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}
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private Dictionary<int, eAchievementID> getAchievementIDsByClass(CardBasePrm.ClanType type)
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{
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return type switch
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{
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CardBasePrm.ClanType.MIN => new Dictionary<int, eAchievementID>
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{
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{
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10,
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eAchievementID.ELF10
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},
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{
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25,
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eAchievementID.ELF25
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},
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{
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40,
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eAchievementID.ELF40
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}
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},
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CardBasePrm.ClanType.ROYAL => new Dictionary<int, eAchievementID>
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{
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{
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10,
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eAchievementID.RYL10
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},
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{
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25,
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eAchievementID.RYL25
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},
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{
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40,
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eAchievementID.RYL40
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}
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},
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CardBasePrm.ClanType.WITCH => new Dictionary<int, eAchievementID>
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{
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{
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10,
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eAchievementID.WCH10
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},
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{
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25,
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eAchievementID.WCH25
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},
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{
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40,
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eAchievementID.WCH40
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}
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},
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CardBasePrm.ClanType.DRAGON => new Dictionary<int, eAchievementID>
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{
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{
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10,
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eAchievementID.DGN10
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},
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{
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25,
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eAchievementID.DGN25
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},
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{
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40,
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eAchievementID.DGN40
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}
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},
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CardBasePrm.ClanType.NECRO => new Dictionary<int, eAchievementID>
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{
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{
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10,
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eAchievementID.NCR10
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},
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{
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25,
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eAchievementID.NCR25
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},
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{
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40,
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eAchievementID.NCR40
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}
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},
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CardBasePrm.ClanType.VAMPIRE => new Dictionary<int, eAchievementID>
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{
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{
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10,
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eAchievementID.VMP10
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},
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{
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25,
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eAchievementID.VMP25
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},
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{
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40,
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eAchievementID.VMP40
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}
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},
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CardBasePrm.ClanType.BISHOP => new Dictionary<int, eAchievementID>
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{
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{
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10,
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eAchievementID.BSP10
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},
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{
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25,
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eAchievementID.BSP25
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},
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{
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40,
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eAchievementID.BSP40
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}
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},
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CardBasePrm.ClanType.NEMESIS => new Dictionary<int, eAchievementID>
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{
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{
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10,
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eAchievementID.NEM10
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},
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{
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25,
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eAchievementID.NEM25
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},
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{
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40,
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eAchievementID.NEM40
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}
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},
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_ => throw new Exception("bad ClanType: " + type),
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};
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}
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}
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