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

71 lines
2.7 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public static class AIEvalReanimateUtility
{
public static float EvalReanimate(AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, List<AIScriptTokenBase> argList)
{
if (argList.Count < 2)
{
AIConsoleUtility.LogError("EVAL_REANIMATE error!!! argList count = " + argList.Count);
return 0f;
}
argList.Reverse();
if (!TryGetIsSummonToAllySide(argList[0], out var isSummonToAllySide))
{
return 0f;
}
int reanimateCost = (int)argList[1].Value;
argList.RemoveRange(0, 2);
return EvalReanimate(tagOwner, isSummonToAllySide, reanimateCost, argList, playPtn, situation);
}
private static float EvalReanimate(AIVirtualCard tagOwner, bool isSummonAllyField, int reanimateCost, List<AIScriptTokenBase> filters, List<int> playPtn, AISituationInfo situation)
{
float num = 0f;
AIVirtualField selfField = tagOwner.SelfField;
List<AIVirtualCard> list = (((tagOwner.IsAlly && isSummonAllyField) || (!tagOwner.IsAlly && !isSummonAllyField)) ? selfField.CardListSet.AllyDestroyedCards : selfField.CardListSet.EnemyDestroyedCards);
if (list == null || list.Count <= 0)
{
return 0f;
}
list = AIReanimateSimulationUtility.FilteringReanimateTargets(list, reanimateCost, tagOwner, filters, playPtn, situation);
if (list != null && list.Count > 0)
{
for (int i = 0; i < list.Count; i++)
{
AIVirtualCard target = list[i];
num += EvalReanimateTargetValue(target, selfField, playPtn, situation);
}
num /= (float)list.Count;
}
return num * (isSummonAllyField ? 1f : (-1f));
}
public static float EvalReanimateTargetValue(AIVirtualCard target, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
{
return ((float)(target.DefaultAttack * target.DefaultMaxAttackableCount) + (float)target.DefaultLife + field.StyleQuery.GetUnitBonus(field, target, playPtn)) * field.StyleQuery.GetUnitRate(field, target, playPtn) * target.EvaluateAllBattleBonusRate(playPtn, useOthersTag: true, useIgnoreInBattle: false, situation) + target.GetFieldBonus(playPtn) + target.GetReanimateBonus(playPtn);
}
private static bool TryGetIsSummonToAllySide(AIScriptTokenBase sideToken, out bool isSummonToAllySide)
{
if (sideToken is AIScriptArgumentToken { ArgumentType: var argumentType })
{
switch (argumentType)
{
case AIScriptTokenArgType.ALLY:
isSummonToAllySide = true;
return true;
case AIScriptTokenArgType.OPPONENT:
isSummonToAllySide = false;
return true;
}
}
AIConsoleUtility.LogError("EVAL_REANIMATE error!!! Argument[0] is not ALLY or ENEMY");
isSummonToAllySide = true;
return false;
}
}