Files
SVSimServer/SVSim.BattleEngine/Engine/ClassBattleCardBase.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

364 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle.Card;
using Wizard.Battle.Card.InnerOptions;
using Wizard.Battle.Resource;
using Wizard.Battle.UI;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public abstract class ClassBattleCardBase : BattleCardBase
{
public class ClassBuildInfo
{
public int charaId;
public bool isPlayer;
public int life;
public BattlePlayerBase selfBattlePlayer;
public BattlePlayerBase opponentBattlePlayer;
public BattleManagerBase battleMgr;
public IBattleResourceMgr resourceMgr;
public ClassBuildInfo(bool _isPlayer, int _life, BattlePlayerBase _selfBattlePlayer, BattlePlayerBase _opponentBattlePlayer, BattleManagerBase _battleMgr, IBattleResourceMgr _resourceMgr)
{
isPlayer = _isPlayer;
life = _life;
selfBattlePlayer = _selfBattlePlayer;
opponentBattlePlayer = _opponentBattlePlayer;
battleMgr = _battleMgr;
resourceMgr = _resourceMgr;
}
public ClassBuildInfo VirtualClone(BattlePlayerBase virtualSelfBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer)
{
return new ClassBuildInfo(isPlayer, life, virtualSelfBattlePlayer, virtualOpponentBattlePlayer, battleMgr, resourceMgr);
}
}
protected readonly ClassBuildInfo _classBuildInfo;
protected int _baseMaxLife;
public int BossRushStartLife;
private static SkillCreator.CardSkillsBuildInfo _sharedEmptySkillInfo;
public override int BaseMaxLife => _baseMaxLife;
public override bool IsDead
{
get
{
if (base.IsDead)
{
return true;
}
if (base.SelfBattlePlayer.IsShortageDeck && !base.SelfBattlePlayer.IsShortageDeckWin)
{
return true;
}
if (base.OpponentBattlePlayer.IsShortageDeck && base.OpponentBattlePlayer.IsShortageDeckWin)
{
return true;
}
return false;
}
}
public override bool IsLifeZeroDead
{
get
{
if (base.Life <= 0)
{
return !base.SkillApplyInformation.IsLifeZeroActivateLeonSkill;
}
return false;
}
}
public override bool Attackable => false;
public override bool IsClass => true;
public override bool IsOnDraw => false;
public override bool IsCantAttackClass => base.SkillApplyInformation.IsSkillCantAtkClass;
public IClassBattleCardView ClassBattleCardView { get; private set; }
public event Action OnDamageDestroy;
public event Action<BattlePlayerBase, int> OnForceBerserkChange;
public event Func<bool, VfxBase> OnBerserkCheck;
public event Action<BattlePlayerBase, int> OnForceAvariceChange;
public event Func<bool, VfxBase> OnAvariceCheck;
public event Action<BattlePlayerBase, int> OnForceWrathChange;
public event Func<bool, VfxBase> OnWrathCheck;
public event Func<BattleCardBase, SkillProcessor, VfxBase> OnRetire;
public VfxBase GetOnBerserkCheck(bool flg)
{
return this.OnBerserkCheck.GetAllFuncVfxResults(flg);
}
public void CallOnForceBerserkChange(int num)
{
this.OnForceBerserkChange.Call(base.SelfBattlePlayer, num);
}
public VfxBase GetOnAvariceCheck(bool flag)
{
return this.OnAvariceCheck.GetAllFuncVfxResults(flag);
}
public void CallOnForceAvariceChange(int number)
{
this.OnForceAvariceChange.Call(base.SelfBattlePlayer, number);
}
public VfxBase GetOnWrathCheck(bool flag)
{
return this.OnWrathCheck.GetAllFuncVfxResults(flag);
}
public void CallOnForceWrathChange(int number)
{
this.OnForceWrathChange.Call(base.SelfBattlePlayer, number);
}
protected ClassBattleCardBase(ClassBuildInfo classBuildInfo)
: base(CreateBaseBuildInfo(classBuildInfo))
{
_classBuildInfo = classBuildInfo;
}
public override void Setup(bool createNullView = false, bool isRecreate = false)
{
base.Setup();
_CacheBattlePlayer();
ClassBattleCardView = (IClassBattleCardView)base.BattleCardView;
}
public void InitBaseMaxLife(int baseMaxLife)
{
_baseMaxLife = baseMaxLife;
}
protected virtual void _CacheBattlePlayer()
{
base.SelfBattlePlayer = (base.IsPlayer ? ((BattlePlayerBase)_classBuildInfo.battleMgr.BattlePlayer) : ((BattlePlayerBase)_classBuildInfo.battleMgr.BattleEnemy));
base.OpponentBattlePlayer = ((!base.IsPlayer) ? ((BattlePlayerBase)_classBuildInfo.battleMgr.BattlePlayer) : ((BattlePlayerBase)_classBuildInfo.battleMgr.BattleEnemy));
}
public override DamageResult ApplyDamage(SkillBase skill, DamageParam damageParam, bool doesAttackerPossessKiller, bool isReflectedDamage, SkillProcessor skillProcessor, BattleCardBase reflectCard)
{
int damage = damageParam.Damage;
bool isSkillDamage = skill != null;
bool isSpellDamage = skill?.SkillPrm.ownerCard.IsSpell ?? false;
BattleCardBase damageReflectionTarget = GetDamageReflectionTarget(isSkillDamage);
if (damageReflectionTarget != this)
{
return damageReflectionTarget.ApplyDamage(skill, damageParam, doesAttackerPossessKiller: false, isReflectedDamage: true, skillProcessor, this);
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
damageParam.Damage = CalculateFinalDamageAmount(damageParam.Damage, isSkillDamage, isSpellDamage, parallelVfxPlayer);
int damage2 = damageParam.Damage;
new SkillConditionCheckerOption
{
DefaultDamage = new DamageInfo(skill, damage),
FixedDamage = new DamageInfo(skill, damage2)
};
BattleManagerBase ins = _buildInfo.BattleMgr;
base.SkillApplyInformation.DamageLife(damageParam.Damage, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(ParallelVfxPlayer.Create(CreateVfxWithCardPlayabilityRefresh(NullVfx.GetInstance()), parallelVfxPlayer));
SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
if (IsDead)
{
sequentialVfxPlayer2.Register(CreatePullHandInVfx());
this.OnDamageDestroy.Call();
}
base.SelfBattlePlayer.BattleMgr.VfxMgr.RegisterImmediateVfx(this.OnBerserkCheck.GetAllFuncVfxResults(arg1: false));
skillProcessor?.Register(base.Skills.CreateWhenDamageInfo(skill, skillProcessor, new BattlePlayerReadOnlyInfoPair(base.SelfBattlePlayer, base.OpponentBattlePlayer), damage, damageParam.Damage));
sequentialVfxPlayer.Register(base.ApplyDamage(skill, damageParam, doesAttackerPossessKiller, isReflectedDamage, skillProcessor, reflectCard).Vfx);
sequentialVfxPlayer.Register(base.SelfBattlePlayer.StartSkillWhenChangeClassLife(skillProcessor));
return new DamageResult(sequentialVfxPlayer, damageParam.Damage, damage2, sequentialVfxPlayer2, null, isReflectedDamage);
}
public override HealResult ApplyHealing(HealParam healParam, SkillProcessor skillProcessor)
{
BattleManagerBase ins = _buildInfo.BattleMgr;
int num = HealLife(healParam.HealAmount, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(CreateVfxWithCardPlayabilityRefresh(NullVfx.GetInstance()));
new SkillConditionCheckerOption().HealingCardAndValue = new List<BattlePlayerBase.CardAndValue>
{
new BattlePlayerBase.CardAndValue(this, num)
};
base.SelfBattlePlayer.BattleMgr.VfxMgr.RegisterImmediateVfx(this.OnBerserkCheck.GetAllFuncVfxResults(arg1: false));
if (skillProcessor != null)
{
sequentialVfxPlayer.Register(base.SelfBattlePlayer.StartSkillWhenChangeClassLife(skillProcessor));
}
return new HealResult(num, sequentialVfxPlayer, CreatePullHandInVfx());
}
private VfxBase CreatePullHandInVfx()
{
return base.SelfBattlePlayer.BattleView.HandView.HandUnfocus();
}
public VfxBase DestroyBySpecialWin()
{
return NullVfx.GetInstance();
}
public VfxBase Retire()
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(this.OnRetire.GetAllFuncVfxResults(this, new SkillProcessor()));
return sequentialVfxPlayer;
}
public VfxBase LifeZeroActivateLeonSkill()
{
if (base.IsDestroyedBySkill || base.SelfBattlePlayer.IsShortageDeck || base.OpponentBattlePlayer.Class.IsDead || (base.OpponentBattlePlayer.IsShortageDeck && base.OpponentBattlePlayer.IsShortageDeckWin))
{
base.SkillApplyInformation.DepriveLifeZeroActivateLeonSkill();
return NullVfx.GetInstance();
}
int num = 10;
int cardId = 104741020;
string fileName = "stt_quest_leon_1";
string criSeName = "se_stt_quest_leon_1";
float waitTime = 0.6f;
string fileName2 = "stt_quest_leon_2";
string criSeName2 = "se_stt_quest_leon_2";
float waitTime2 = 0.5f;
float num2 = 2f;
float num3 = 3.5f;
float waitTime3 = 0f;
float waitTime4 = 1.5f;
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
List<BattleCardBase> list = new List<BattleCardBase>();
list.AddRange(base.SelfBattlePlayer.InPlayCards);
list.AddRange(base.OpponentBattlePlayer.InPlayCards);
VfxBase vfxBase = null;
vfxBase = ((!base.OpponentBattlePlayer.IsSelfTurn) ? WaitVfx.Create(waitTime3) : WaitVfx.Create(waitTime4));
parallelVfxPlayer.Register(SequentialVfxPlayer.Create(vfxBase, base.SelfBattlePlayer.Emotion.PlayEmotion(ClassCharaPrm.EmotionType.PROVOCATION, 0f)));
sequentialVfxPlayer.Register(WaitVfx.Create(base.OpponentBattlePlayer.IsSelfTurn ? num3 : num2));
MaxLifeSetModifier lifeModifier = new MaxLifeSetModifier(num);
sequentialVfxPlayer.Register(base.SkillApplyInformation.GiveCombatValueModifier(null, lifeModifier, new SkillProcessor()));
int num4 = ((base.Life < 0) ? (base.Life * -1) : 0);
if (num4 != 0)
{
HealLife(num4, base.SelfBattlePlayer.Turn, base.SelfBattlePlayer.IsSelfTurn);
}
sequentialVfxPlayer.Register(VfxWithLoadingSequential.Create());
HealParam healParam = new HealParam(num, this, this, applyModifier: false);
HealResult healResult = ApplyHealing(healParam, new SkillProcessor());
sequentialVfxPlayer.Register(healResult.PrehealVfxVfx);
sequentialVfxPlayer.Register(healResult.HealVfx);
sequentialVfxPlayer.Register(healResult.PosthealVfxVfx);
base.SkillApplyInformation.DepriveLifeZeroActivateLeonSkill();
sequentialVfxPlayer.Register(VfxWithLoadingSequential.Create());
for (int i = 0; i < list.Count; i++)
{
if (list[i].SkillApplyInformation.IsIndependent)
{
sequentialVfxPlayer.Register(NullVfx.GetInstance());
continue;
}
list[i].FlagCardAsDestroyedBySkill();
parallelVfxPlayer2.Register(list[i].SelfBattlePlayer.CardManagement(list[i], new SkillProcessor(), BattlePlayerBase.CARD_MANAGEMENT.BANISH, isRandom: false));
}
sequentialVfxPlayer.Register(parallelVfxPlayer2);
SkillBaseSummon.SummonedCardsList summonedCardsList = new SkillBaseSummon.SummonedCardsList();
summonedCardsList.AddCardToSummonedCards(base.SelfBattlePlayer.CreateNextIndexCard(cardId));
BattlePlayerBase.SummonInfo summonInfo = new BattlePlayerBase.SummonInfo(base.SelfBattlePlayer.IsPlayer, summonedCardsList, SkillBaseSummon.SUMMON_TYPE.TOKEN);
VfxWithLoadingSequential vfxWithLoadingToRegister = base.SelfBattlePlayer.CardManagement(null, new SkillProcessor(), BattlePlayerBase.CARD_MANAGEMENT.SUMMON, isRandom: false, null, null, null, summonInfo) as VfxWithLoadingSequential;
base.SelfBattlePlayer.UpdateHandCardsPlayability();
StartPickMultiCardVfx vfxToRegister = new StartPickMultiCardVfx(summonedCardsList, _buildInfo.BattleMgr.BattleResourceMgr, base.SelfBattlePlayer.IsPlayer, isToken: true, isIgnoreVoice: false, isRandomVoice: false, isGetoff: false, isEvoVoice: false, 0f);
if (!base.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
{
BattleLogManager.GetInstance().BeginLogBlockTurnChangeReactive();
BattleLogManager.GetInstance().AddLogSkillBuffSetLife(this, Wizard.Battle.UI.LogType.WhenDestroy, new List<BattleCardBase> { this }, num, isTargetInOpponentHand: false);
BattleLogManager.GetInstance().AddLogSkillHeal(new List<BattleCardBase> { this }, new List<HealResult> { healResult });
BattleLogManager.GetInstance().AddLogSkillDeath(list.Where((BattleCardBase c) => !c.SkillApplyInformation.IsIndependent).ToList());
BattleLogManager.GetInstance().AddLogSkillSummon(summonedCardsList.summonedCards.ToList());
BattleLogManager.GetInstance().EndLogBlockTurnChangeReactive();
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterToMainVfx(vfxToRegister);
vfxWithLoadingSequential.RegisterVfxWithLoading(vfxWithLoadingToRegister);
sequentialVfxPlayer.Register(vfxWithLoadingSequential);
parallelVfxPlayer.Register(sequentialVfxPlayer);
return parallelVfxPlayer;
}
public override VfxBase LoadResource(bool isLogging = false)
{
return ClassBattleCardView.LoadResource();
}
public override VfxBase UnloadResource()
{
return ClassBattleCardView.UnloadResource();
}
public override VfxBase RecoveryInPlay(int inPlayIndex, bool newReplayMoveTurn = false)
{
return SequentialVfxPlayer.Create(base.BattleCardView.RecoveryInPlay(), NullVfx.GetInstance());
}
public override BattleCardBase VirtualClone(BattlePlayerBase virtualSelfBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer)
{
VirtualClassBattleCard virtualClassBattleCard = new VirtualClassBattleCard(_classBuildInfo.VirtualClone(virtualSelfBattlePlayer, virtualOpponentBattlePlayer));
virtualClassBattleCard.InitBaseMaxLife(BaseMaxLife);
CopyToVirtualCardBase(virtualClassBattleCard);
return virtualClassBattleCard;
}
public void ClearSpineObject()
{
if (ClassBattleCardView != null)
{
ClassBattleCardView.ClearSpineObject();
}
}
private static BuildInfo CreateBaseBuildInfo(ClassBuildInfo classBuildInfo)
{
CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(0);
if (_sharedEmptySkillInfo == null)
{
_sharedEmptySkillInfo = SkillCreator.CreateBuildInfo(cardParameterFromId);
}
return new BuildInfo(null, 0, classBuildInfo.selfBattlePlayer, classBuildInfo.opponentBattlePlayer, classBuildInfo.selfBattlePlayer, _isPlayer: classBuildInfo.isPlayer, _innerOptions: new CardInnerOptionsBase(), _normalSkillBuildInfos: _sharedEmptySkillInfo.normalSkillBuildInfos, _evolveSkillBuildInfos: _sharedEmptySkillInfo.evolveSkillBuildInfos, _battleCardIndex: 0, _battleMgr: classBuildInfo.battleMgr, _resourceMgr: classBuildInfo.resourceMgr);
}
protected override ISkillApplyInformation CreateSkillApplyInformation(BattleCardBase card)
{
return new ClassSkillApplyInformation(card);
}
}