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>
120 lines
3.2 KiB
C#
120 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Wizard.Battle;
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namespace Wizard;
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internal static class EnemyAIUtil
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{
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private class SelectableInfo
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{
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public List<BattleCardBase> Cards;
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public int Count;
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public SelectableInfo(List<BattleCardBase> cards, int count)
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{
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Cards = cards;
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Count = count;
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}
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}
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private static void SetupTargetsList(int depth, List<BattleCardBase> currentList, List<SelectableInfo> selectablesList, Dictionary<int, List<SelectableInfo>> choiceSelectableList, List<List<BattleCardBase>> out_targetsList, bool isFusion = false)
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{
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if (depth == selectablesList.Count)
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{
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out_targetsList.Add(new List<BattleCardBase>(currentList));
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return;
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}
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SelectableInfo selectableInfo = selectablesList[depth];
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if (isFusion)
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{
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int num = (1 << selectableInfo.Cards.Count) - 1;
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for (int i = 1; i <= num; i++)
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{
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int num2 = i;
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int num3 = 0;
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for (int j = 0; j < selectableInfo.Cards.Count; j++)
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{
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BattleCardBase item = selectableInfo.Cards[j];
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if (((num2 >> j) & 1) > 0)
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{
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currentList.Add(item);
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num3++;
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}
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}
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SetupTargetsList(depth + 1, currentList, selectablesList, choiceSelectableList, out_targetsList, isFusion: true);
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for (int k = 0; k < num3; k++)
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{
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currentList.RemoveAt(currentList.Count - 1);
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}
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}
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return;
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}
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List<int> list = new List<int>();
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for (int l = 0; l < selectableInfo.Cards.Count; l++)
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{
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list.Add(l);
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}
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foreach (int[] item2 in AIMathematicsLibrary.EnumerateCombinations(list, selectableInfo.Count))
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{
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BattleCardBase firstCard = selectableInfo.Cards[item2[0]];
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bool flag = true;
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for (int m = 0; m < item2.Length; m++)
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{
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BattleCardBase card = selectableInfo.Cards[item2[m]];
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if (currentList.Any((BattleCardBase c) => c.Index == card.Index && c.IsPlayer == card.IsPlayer))
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{
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flag = false;
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}
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currentList.Add(card);
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}
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if (flag)
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{
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if (choiceSelectableList != null && choiceSelectableList.Any((KeyValuePair<int, List<SelectableInfo>> p) => p.Key == firstCard.Index))
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{
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if (choiceSelectableList[firstCard.Index] != null)
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{
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SetupTargetsList(0, currentList, choiceSelectableList[firstCard.Index], null, out_targetsList);
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}
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}
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else
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{
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SetupTargetsList(depth + 1, currentList, selectablesList, choiceSelectableList, out_targetsList);
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}
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}
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for (int num4 = 0; num4 < item2.Length; num4++)
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{
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currentList.RemoveAt(currentList.Count - 1);
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}
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}
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}
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public static void TurnEnd(BattleManagerBase mgr, bool isPlayer)
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{
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if (isPlayer)
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{
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mgr.VfxMgr.RegisterSequentialVfx(mgr.OperateMgr.PlayerTurnEnd());
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}
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else
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{
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mgr.VfxMgr.RegisterSequentialVfx(mgr.OperateMgr.TurnEndOperation(isPlayer));
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}
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}
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public static void SetupPlayCardSkillOptionValue(BattleCardBase playCard, BattlePlayerPair pair)
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{
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IEnumerable<SkillBase> selectTypeSkill = playCard.GetSelectTypeSkill();
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if (selectTypeSkill == null)
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{
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return;
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}
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foreach (SkillBase item in selectTypeSkill)
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{
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SkillCollectionBase.SetupOptionValue(item.OptionValue, pair, playCard, item);
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}
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}
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}
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