Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIParamQuery.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

346 lines
8.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle;
namespace Wizard;
public class AIParamQuery
{
public EnemyAI enemyAI;
public AIStyleQuery styleQuery;
private int classID;
private AI_LOGIC_LV logicLv = AI_LOGIC_LV.STRONG;
private AIDeckAcccessor deck;
public AIParamQuery(EnemyAI ai)
{
enemyAI = ai;
}
public void SetUp(AIStyleQuery _styleQuery)
{
styleQuery = _styleQuery;
}
public void SetDeck(int _classID, AI_LOGIC_LV _logicLv, AIDeckData _curDeck, AIDeckData _commonDic, AIDeckData _allyCommonDic)
{
classID = _classID;
logicLv = _logicLv;
deck = new AIDeckAcccessor(_curDeck, _commonDic, _allyCommonDic);
}
public AICardData SearchAICardData(AIVirtualCard card)
{
if (!card.IsLeader && deck != null)
{
return deck.SearchCardData(card.BaseId, card.IsAlly);
}
return null;
}
public int GetClassID()
{
return classID;
}
public AI_LOGIC_LV GetLogicLv()
{
return logicLv;
}
public bool IsEnabledTag(AIVirtualCard card, AIVirtualField field, AIPlayTagType type, List<int> playPtn, AISituationInfo situation)
{
int tagCount = GetTagCount(card);
if (tagCount <= 0)
{
return false;
}
for (int i = 0; i < tagCount; i++)
{
AIPlayTag tag = GetTag(card, i);
if (tag.Type == type && tag.CheckCondition(card, playPtn, card.SelfField, situation))
{
return true;
}
}
return false;
}
public int GetTagCount(AIVirtualCard owner, AICardData data = null)
{
if (deck == null)
{
return 0;
}
AICardData aICardData = null;
if (!owner.IsLeader)
{
aICardData = ((data == null) ? deck.SearchCardData(owner.BaseId, enemyAI.IsAllyCard(owner)) : data);
}
int num = 0;
if (aICardData != null && aICardData.TagList != null && !owner.IsSkillLost)
{
if (owner.IsRobbedLastword)
{
for (int i = 0; i < aICardData.TagList.Count; i++)
{
if (!aICardData.TagList[i].IsLastwordTag())
{
num++;
}
}
}
else
{
num += aICardData.TagList.Count;
}
}
return num;
}
public AIPlayTag GetTag(AIVirtualCard owner, int index, AICardData data = null)
{
AICardData aICardData = null;
if (!owner.IsLeader)
{
aICardData = ((data == null) ? deck.SearchCardData(owner.BaseId, enemyAI.IsAllyCard(owner)) : data);
}
int num = 0;
if (aICardData != null && aICardData.TagList != null && !owner.IsSkillLost)
{
if (owner.IsRobbedLastword)
{
for (int i = 0; i < aICardData.TagList.Count; i++)
{
if (!aICardData.TagList[i].IsLastwordTag())
{
if (num == index)
{
return aICardData.TagList[i];
}
num++;
}
}
}
else
{
num = aICardData.TagList.Count;
if (aICardData.TagList.Count > index)
{
return aICardData.TagList[index];
}
}
}
return null;
}
public bool IsRobbedLastword(BattleCardBase card)
{
for (int i = 0; i < card.BuffInfoList.Count; i++)
{
BuffInfo buffInfo = card.BuffInfoList[i];
if (buffInfo.PreviousOwner == null && buffInfo.SkillFrom is Skill_rob_skill)
{
return true;
}
}
return false;
}
public float EvaluateBattlePlayerPair(AIVirtualField field, bool useStyle = true)
{
float num = 0f;
for (int i = 0; i < field.AllyInplayCards.Count; i++)
{
AIVirtualCard aIVirtualCard = field.AllyInplayCards[i];
if (!aIVirtualCard.IsDead && aIVirtualCard.IsOnField)
{
float num2 = aIVirtualCard.EvaluateValueOnField(EnemyAI.EmptyPlayPtn, null, useStyle);
num += num2;
}
}
for (int j = 0; j < field.EnemyInplayCards.Count; j++)
{
AIVirtualCard aIVirtualCard2 = field.EnemyInplayCards[j];
if (!aIVirtualCard2.IsDead && aIVirtualCard2.IsOnField)
{
float num3 = aIVirtualCard2.EvaluateValueOnField(EnemyAI.EmptyPlayPtn, null, useStyle);
num -= num3;
}
}
return num;
}
public IEnumerable<BattleCardBase> RemoveDuplicatedCards(IEnumerable<BattleCardBase> targetCards, IEnumerable<BattleCardBase> filterCards)
{
if (!targetCards.IsNotNullOrEmpty() || !filterCards.IsNotNullOrEmpty())
{
yield break;
}
foreach (BattleCardBase targetCard in targetCards)
{
bool flag = false;
foreach (BattleCardBase filterCard in filterCards)
{
if (filterCard != null && targetCard.IsPlayer == filterCard.IsPlayer && targetCard.Index == filterCard.Index)
{
flag = true;
break;
}
}
if (!flag)
{
yield return targetCard;
}
}
}
public bool IsBanishSkill(SkillBase skill)
{
if (!(skill is Skill_banish) && !(skill is Skill_destroy) && !(skill is Skill_damage) && !(skill is Skill_return_card))
{
return skill is Skill_metamorphose;
}
return true;
}
public float CalcHandCardOverflowPenalty(AIVirtualField field, List<int> playPtn, float penalty, ref int dstHandCount)
{
float num = 0f;
for (int i = 0; i < playPtn.Count; i++)
{
int index = playPtn[i];
AIVirtualCard aIVirtualCard = field.AllyHandCards[index];
int handPlusCount = aIVirtualCard.GetHandPlusCount(playPtn);
_ = aIVirtualCard.IsSpell;
dstHandCount--;
dstHandCount += handPlusCount;
if (dstHandCount > 9)
{
num += penalty * (float)(dstHandCount - 9);
dstHandCount = 9;
}
}
for (int j = 0; j < field.AllyInplayCards.Count; j++)
{
AIVirtualCard tagOwner = field.AllyInplayCards[j];
dstHandCount += tagOwner.GetHandPlusCount(playPtn);
}
if (dstHandCount > 8)
{
num += penalty * (float)(dstHandCount - 8);
}
return num;
}
public int CalcAllyUnitTotalDamage()
{
int num = 0;
foreach (BattleCardBase inPlayCard in enemyAI.ALLY.InPlayCards)
{
if (inPlayCard.IsUnit)
{
int num2 = inPlayCard.MaxLife - inPlayCard.Life;
num += num2;
}
}
return num;
}
public int GetEnemyGuardiansCount()
{
int num = 0;
foreach (BattleCardBase inPlayCard in enemyAI.OPPONENT.InPlayCards)
{
if (inPlayCard.SkillApplyInformation.IsGuard)
{
num++;
}
}
return num;
}
public IEnumerable<BattleCardBase> GetSelectSkillTargetCandidates(BattleCardBase card, BattlePlayerReadOnlyInfoPair pair)
{
SkillBase actSkill = null;
return ActionProcessor.GetSkillUserSelectableTargets(card.Skills, pair, ref actSkill);
}
public bool IsDestroyBeforeAttack(BattleCardBase card)
{
if (card.IsUnit)
{
return card.Skills.Any((SkillBase skill) => skill is Skill_destroy && skill.IsBeforAttackSkill);
}
return false;
}
public IEnumerable<IReadOnlyBattleCardInfo> GetBrokenAll(BattleCardBase card)
{
SkillTargetDestroyedCardListFilter skillTargetDestroyedCardListFilter = new SkillTargetDestroyedCardListFilter();
SkillConditionCheckerOption option = new SkillConditionCheckerOption();
IBattlePlayerReadOnlyInfo[] battlePlayerInfos = new IBattlePlayerReadOnlyInfo[1] { card.SelfBattlePlayer };
return skillTargetDestroyedCardListFilter.Filtering(battlePlayerInfos, option);
}
public IEnumerable<BattleCardBase> GetSelectableCards(SkillBase skill, BattlePlayerPair pair, bool isSkipForceSelect = false)
{
if (skill.IsUserSelectType || skill.IsChoiceType)
{
SkillConditionCheckerOption option = new SkillConditionCheckerOption();
return skill.GetSelectableCards(pair, option, isSkipForceSelect);
}
return new List<BattleCardBase>();
}
public static List<T> AddElementToList<T>(T element, List<T> container, bool isBlockDuplicate = false)
{
if (container == null)
{
container = new List<T>();
}
if (!isBlockDuplicate || !container.Contains(element))
{
container.Add(element);
}
return container;
}
public static List<T> AddRangeToList<T>(List<T> elements, List<T> container, bool isBlockDuplicate = false)
{
if (elements == null || elements.Count <= 0)
{
return container;
}
if (container == null)
{
container = new List<T>();
}
for (int i = 0; i < elements.Count; i++)
{
T item = elements[i];
if (!isBlockDuplicate || !container.Contains(item))
{
container.Add(item);
}
}
return container;
}
public static List<T> CloneList<T>(List<T> src)
{
if (src == null)
{
return null;
}
return new List<T>(src);
}
}