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

72 lines
2.7 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIOtherSummonBuff : AITriggerAndTargetFiltersTagBase
{
private readonly AIScriptTokenArgType[] _legalSelectTypeArgs = new AIScriptTokenArgType[2]
{
AIScriptTokenArgType.ALL_SELECT,
AIScriptTokenArgType.FIRST_SELECT
};
public AIPolishConvertedExpression AtkBuff { get; private set; }
public AIPolishConvertedExpression LifeBuff { get; private set; }
public bool IsTemp { get; private set; }
protected override int NON_FILTER_FIRST_OFFSET => 4;
public AIScriptTokenArgType SelectTypeArg { get; private set; }
public AIOtherSummonBuff(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
AtkBuff = _exprList[_exprList.Count - 3];
LifeBuff = _exprList[_exprList.Count - 2];
AIScriptTokenArgType argumentType = ((AIScriptArgumentToken)_exprList[_exprList.Count - 1].TokenList[0]).ArgumentType;
if (argumentType != AIScriptTokenArgType.PERM)
{
_ = 138;
}
IsTemp = argumentType == AIScriptTokenArgType.TEMP;
SelectTypeArg = AIPlayTagInitializingUtility.CreateSingleArgType(_exprList[_exprList.Count - 4], _legalSelectTypeArgs);
}
protected override void RunTagMethod(List<AIVirtualCard> targets, AIVirtualField field, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
{
base.RunTagMethod(targets, field, tagOwner, playPtn, situation);
AIBuffExecutingInfo_old buffExecutingInfo_old = AIBuffSimulationUtility.GetBuffExecutingInfo_old(tagOwner, field, situation, playPtn, AtkBuff, LifeBuff);
switch (SelectTypeArg)
{
case AIScriptTokenArgType.FIRST_SELECT:
AIBuffSimulationUtility.BuffFirst_old(targets, field, buffExecutingInfo_old, IsTemp, playPtn, situation);
break;
case AIScriptTokenArgType.ALL_SELECT:
AIBuffSimulationUtility.BuffAll_old(targets, field, buffExecutingInfo_old, IsTemp, playPtn, situation);
break;
default:
AIConsoleUtility.LogError(string.Format("AISummonBuff : ILlegal SelectType ({0}) owner ({1})", SelectTypeArg, (tagOwner != null) ? tagOwner.CardName : ""));
break;
}
}
protected override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
{
bool isAttackEffective = !AtkBuff.IsZeroOrNone();
return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.TargetFilters, playPtn, situation, isAttackEffective, isBlockDead);
}
protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
{
return field.CardListSet.AllReferableCards;
}
}