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>
136 lines
4.2 KiB
C#
136 lines
4.2 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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internal class Skill_invoke_skill : SkillBase
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{
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public enum SkillTiming
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{
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when_play,
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when_destroy
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}
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private bool _isAllowDestroyTarget;
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public List<SkillBase> InsertSkillList { get; private set; }
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public List<SkillBase> NotInsertSkillList { get; private set; }
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public override bool IsAllowDestroyTarget => _isAllowDestroyTarget;
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public Skill_invoke_skill(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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InsertSkillList = new List<SkillBase>();
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NotInsertSkillList = new List<SkillBase>();
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if (SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr is SingleBattleMgr)
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{
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_isAllowDestroyTarget = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.is_allow_destroy_target) == "true";
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}
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}
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public bool IsInvokableSkill(SkillBase skill, string timing)
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{
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bool num = !skill.IsEnhance();
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bool flag = false;
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if (timing == SkillTiming.when_play.ToString())
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{
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flag = skill.IsWhenPlaySkill;
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}
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else if (timing == SkillTiming.when_destroy.ToString())
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{
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flag = skill.IsWhenDestroySkill;
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}
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return num && !skill.IsBurialRite && flag;
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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VfxWithLoadingSequential result = VfxWithLoadingSequential.Create();
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string invokeType = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.invoke_type);
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BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(base.SkillPrm.ownerCard.SelfBattlePlayer, base.SkillPrm.ownerCard.OpponentBattlePlayer);
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SkillConditionCheckerOption skillConditionCheckerOption = new SkillConditionCheckerOption();
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skillConditionCheckerOption.IsSkipPpCheck = true;
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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List<SkillBase> list = new List<SkillBase>();
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List<SkillBase> list2 = new List<SkillBase>();
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List<SkillBase> list3 = new List<SkillBase>();
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bool flag = false;
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if (invokeType == SkillTiming.when_play.ToString())
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{
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list = targetCard.NormalSkills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList();
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}
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else if (invokeType == SkillFilterCreator.ContentKeyword.when_play_except_burial_rite.ToString())
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{
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for (int num = 0; num < targetCard.Skills.Count(); num++)
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{
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SkillBase skillBase = targetCard.Skills.ElementAt(num);
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if (!skillBase.IsWhenPlaySkill || skillBase.IsUserSelectType || !skillBase.Used)
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{
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continue;
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}
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for (int num2 = 0; num2 < skillBase.PreprocessList.Count; num2++)
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{
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if (skillBase.PreprocessList[num2] is SkillPreprocessBurialRite skillPreprocessBurialRite)
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{
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skillPreprocessBurialRite.SetInvoked();
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}
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}
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for (int num3 = 0; num3 < skillBase.ConditionFilterCollection.ConditionCheckerFilterList.Count; num3++)
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{
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if (skillBase.ConditionFilterCollection.ConditionCheckerFilterList[num3] is SkillConditionBurialRite skillConditionBurialRite)
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{
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skillConditionBurialRite.SetInvoked();
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}
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}
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list.Add(skillBase);
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}
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}
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else
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{
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list = targetCard.Skills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList();
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}
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foreach (SkillBase item in list)
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{
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if (item.PreprocessList.FirstOrDefault((SkillPreprocessBase p) => p is SkillPreprocessTimesPerTurn) is SkillPreprocessTimesPerTurn skillPreprocessTimesPerTurn)
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{
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skillPreprocessTimesPerTurn.ResetInvokeCount();
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}
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bool flag2 = item.CheckCondition(playerInfoPair, skillConditionCheckerOption, isPrePlay: false);
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if (item.IsCheckLastTarget())
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{
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flag2 = flag2 && flag;
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}
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else
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{
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flag = flag2;
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}
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if (flag2)
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{
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list2.Add(item);
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}
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else
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{
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list3.Add(item);
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}
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}
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if (invokeType == SkillTiming.when_play.ToString())
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{
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list2 = BattleUtility.GetRepeatableWhenPlaySkill(targetCard, list2, isInvokeCheck: true);
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}
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if (list2 != null)
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{
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InsertSkillList.AddRange(list2);
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foreach (SkillBase item2 in list2)
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{
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item2.SetInvoked(flag: true);
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}
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}
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NotInsertSkillList.AddRange(list3);
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}
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return result;
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}
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}
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