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>
135 lines
3.0 KiB
C#
135 lines
3.0 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public static class AIHandPtnCalculator
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{
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public class PriorityComparer : IComparer<int>
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{
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private EnemyAI _ai;
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private List<int> _playPtn;
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private List<float> _priorityList;
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public PriorityComparer(EnemyAI ai, List<int> playPtn)
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{
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_ai = ai;
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_playPtn = new List<int>(playPtn);
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CreatePriorityList();
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}
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public int Compare(int leftIndex, int rightIndex)
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{
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AIVirtualCard aIVirtualCard = _ai.CurrentVirtualField.AllyHandCards[leftIndex];
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AIVirtualCard aIVirtualCard2 = _ai.CurrentVirtualField.AllyHandCards[rightIndex];
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float num = _priorityList[leftIndex];
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float num2 = _priorityList[rightIndex];
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if (num > num2)
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{
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return -1;
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}
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if (num < num2)
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{
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return 1;
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}
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int cost = aIVirtualCard.Cost;
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int cost2 = aIVirtualCard2.Cost;
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if (cost < cost2)
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{
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return -1;
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}
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if (cost > cost2)
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{
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return 1;
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}
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if (leftIndex >= rightIndex)
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{
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return 1;
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}
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return -1;
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}
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private void CreatePriorityList()
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{
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List<AIVirtualCard> allyHandCards = _ai.CurrentVirtualField.AllyHandCards;
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_priorityList = new List<float>();
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for (int i = 0; i < allyHandCards.Count; i++)
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{
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AIVirtualCard card = allyHandCards[i];
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_priorityList.Add(card.GetPriority(_playPtn));
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}
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}
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}
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public static List<Tuple<int, List<int>>> CreateSortedPlayPtnList(EnemyAI ai)
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{
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List<Tuple<int, List<int>>> list = new List<Tuple<int, List<int>>>();
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int count = ai.CurrentVirtualField.AllyHandCards.Count;
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int num = (int)Mathf.Pow(2f, count);
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List<int> list2 = new List<int>();
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for (int i = 0; i < num; i++)
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{
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ConvertHandPtnIndexToList(i, count, list2);
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PrioritySortHand(ai, list2);
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Tuple<int, List<int>> item = new Tuple<int, List<int>>
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{
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first = i,
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second = new List<int>(list2)
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};
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bool flag = false;
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for (int j = 0; j < list.Count; j++)
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{
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if (list[j].second.Count > list2.Count)
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{
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flag = true;
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list.Insert(j, item);
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break;
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}
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}
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if (!flag)
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{
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list.Add(item);
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}
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}
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return list;
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}
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public static void ConvertHandPtnIndexToList(int handPtnIndex, int handCount, List<int> dstList)
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{
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int num = handPtnIndex;
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dstList.Clear();
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for (int i = 0; i < handCount; i++)
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{
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int num2 = (int)Mathf.Pow(2f, handCount - i - 1);
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if (num / num2 > 0)
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{
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num -= num2;
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dstList.Add(i);
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}
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}
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}
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public static void PrioritySortHand(EnemyAI ai, List<int> handList)
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{
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IComparer<int> comparer = new PriorityComparer(ai, handList);
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handList.Sort(comparer);
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}
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public static ulong CalculatePlayPtnHash(AIVirtualField field, List<int> playPtn)
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{
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if (playPtn == null || playPtn.Count <= 0)
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{
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return 0uL;
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}
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ulong num = 0uL;
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for (int i = 0; i < playPtn.Count; i++)
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{
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AIVirtualCard aIVirtualCard = field.AllyHandCards[playPtn[i]];
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num += (ulong)((long)aIVirtualCard.GetHash() * (long)(i + 1));
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}
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return num;
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}
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}
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