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>
192 lines
3.9 KiB
C#
192 lines
3.9 KiB
C#
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Wizard;
|
|
|
|
public class AIEmoteQuery
|
|
{
|
|
public enum Category
|
|
{
|
|
Awake = 401 }
|
|
|
|
private EnemyAI enemyAI;
|
|
|
|
private bool _isActivate = true;
|
|
|
|
private AIEmoteSet _curEmoteSet;
|
|
|
|
private bool _emotePermission;
|
|
|
|
private bool _useInnerEmote;
|
|
|
|
private Queue<int> _previousEmoteQueue;
|
|
|
|
private Queue<int> _previousPlayerEmoteQueue;
|
|
|
|
private Dictionary<int, int> _categoryIntervalDic;
|
|
|
|
public bool UseInnerEmote => _useInnerEmote;
|
|
|
|
public AIEmoteQuery(EnemyAI ai)
|
|
{
|
|
enemyAI = ai;
|
|
_emotePermission = true;
|
|
_useInnerEmote = false;
|
|
_previousEmoteQueue = new Queue<int>(3);
|
|
_previousPlayerEmoteQueue = new Queue<int>(3);
|
|
_categoryIntervalDic = new Dictionary<int, int>();
|
|
}
|
|
|
|
public void SetOnOffEmote(bool isActivate, bool useInnerEmote)
|
|
{
|
|
_isActivate = isActivate;
|
|
_useInnerEmote = useInnerEmote;
|
|
}
|
|
|
|
public void SetEmoteSet(AIEmoteSet emoteSet)
|
|
{
|
|
_curEmoteSet = emoteSet;
|
|
}
|
|
|
|
public void UpdateCategoryInterval()
|
|
{
|
|
foreach (int item in new List<int>(_categoryIntervalDic.Keys))
|
|
{
|
|
int num = _categoryIntervalDic[item];
|
|
if (num > 0)
|
|
{
|
|
_categoryIntervalDic[item] = num - 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetInterval(int emoteKey, int turnCount)
|
|
{
|
|
if (_categoryIntervalDic.ContainsKey(emoteKey))
|
|
{
|
|
_categoryIntervalDic[emoteKey] = turnCount;
|
|
}
|
|
else
|
|
{
|
|
_categoryIntervalDic.Add(emoteKey, turnCount);
|
|
}
|
|
}
|
|
|
|
public int GetCategoryInterval(int emoteKey)
|
|
{
|
|
if (!_categoryIntervalDic.ContainsKey(emoteKey))
|
|
{
|
|
return 0;
|
|
}
|
|
return _categoryIntervalDic[emoteKey];
|
|
}
|
|
|
|
public AIEmoteCmd SearchEmoteAtRandom(int emoteKey, bool isAlly = true)
|
|
{
|
|
if (!_isActivate)
|
|
{
|
|
return null;
|
|
}
|
|
if (_curEmoteSet == null)
|
|
{
|
|
return null;
|
|
}
|
|
if (!_curEmoteSet.EmoteCmds.Any((AIEmoteCmd c) => c.CategoryKey == emoteKey))
|
|
{
|
|
return null;
|
|
}
|
|
if (!_emotePermission)
|
|
{
|
|
return null;
|
|
}
|
|
if (!_useInnerEmote && emoteKey <= 1000)
|
|
{
|
|
return null;
|
|
}
|
|
AIEmoteCmd aIEmoteCmd = null;
|
|
IList<AIEmoteCmd> list = FilterEmoteByPreviousPlayed(_curEmoteSet.EmoteCmds.Where((AIEmoteCmd c) => c.CategoryKey == emoteKey), isAlly);
|
|
int count = list.Count;
|
|
if (count <= 0)
|
|
{
|
|
return null;
|
|
}
|
|
if (count > 1)
|
|
{
|
|
int index = enemyAI.AIStableRandom() % count;
|
|
aIEmoteCmd = list[index];
|
|
}
|
|
else
|
|
{
|
|
aIEmoteCmd = list[0];
|
|
}
|
|
if (aIEmoteCmd != null)
|
|
{
|
|
Queue<int> queue = (isAlly ? _previousEmoteQueue : _previousPlayerEmoteQueue);
|
|
if (queue.Count == 3)
|
|
{
|
|
queue.Dequeue();
|
|
}
|
|
queue.Enqueue(aIEmoteCmd.ID);
|
|
aIEmoteCmd.isAI = isAlly;
|
|
}
|
|
return aIEmoteCmd;
|
|
}
|
|
|
|
public AIEmoteCmd SearchEmoteByID(int emoteID)
|
|
{
|
|
if (_curEmoteSet == null)
|
|
{
|
|
return null;
|
|
}
|
|
if (!_curEmoteSet.EmoteCmds.Any((AIEmoteCmd c) => c.ID == emoteID))
|
|
{
|
|
return null;
|
|
}
|
|
return _curEmoteSet.EmoteCmds.First((AIEmoteCmd c) => c.ID == emoteID);
|
|
}
|
|
|
|
public IEnumerable<AIEmoteCmd> SearchEmoteByCategory(int emoteCategory)
|
|
{
|
|
if (_curEmoteSet == null)
|
|
{
|
|
return null;
|
|
}
|
|
if (!_curEmoteSet.EmoteCmds.Any((AIEmoteCmd c) => c.CategoryKey == emoteCategory))
|
|
{
|
|
return null;
|
|
}
|
|
return _curEmoteSet.EmoteCmds.Where((AIEmoteCmd c) => c.CategoryKey == emoteCategory);
|
|
}
|
|
|
|
public void OnOperation()
|
|
{
|
|
_emotePermission = true;
|
|
}
|
|
|
|
public void OnCardPlayEmotion()
|
|
{
|
|
_emotePermission = false;
|
|
}
|
|
|
|
private IList<AIEmoteCmd> FilterEmoteByPreviousPlayed(IEnumerable<AIEmoteCmd> emoteCmds, bool isAlly)
|
|
{
|
|
IList<AIEmoteCmd> list = new List<AIEmoteCmd>();
|
|
Queue<int> queue = (isAlly ? _previousEmoteQueue : _previousPlayerEmoteQueue);
|
|
foreach (AIEmoteCmd emoteCmd in emoteCmds)
|
|
{
|
|
if (queue.Contains(emoteCmd.ID))
|
|
{
|
|
if (enemyAI.AIStableRandom() % 4 == 0)
|
|
{
|
|
list.Add(emoteCmd);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
list.Add(emoteCmd);
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
}
|