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

239 lines
8.1 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIStyleQuery
{
private EnemyAI _enemyAI;
private AIStyleData _deckStyle;
private AIStyleData _curStyle;
private List<AIPolicyData> _curPolicies;
private List<AIPolicyData> _attachedPolicies;
private AIPolicyCollectionContainer _policyCollections;
public AIStyleQuery(EnemyAI ai, AIParamQuery _paramQuery)
{
_enemyAI = ai;
_curStyle = new AIStyleData();
_curPolicies = new List<AIPolicyData>();
}
public void SetDeckStyle(AIStyleData _style)
{
_deckStyle = _style;
}
public void UpdateStyle()
{
AIDataLibrary aIDataLibrary = null; // Pre-Phase-5b: no AI lib headless
_curStyle = null; // Pre-Phase-5b: no AI style headless
_curPolicies = _curStyle.ConvertToPolicyList();
_policyCollections = new AIPolicyCollectionContainer();
_policyCollections.InitializeAllCollections(_curPolicies);
if (_attachedPolicies != null)
{
_policyCollections.InitializeAllCollections(_attachedPolicies);
}
InitializeReferenceIdTable();
InitializeReferenceTribeTable();
}
public void ExecuteAttachStyle(AIPolicyData data)
{
if (_attachedPolicies == null)
{
_attachedPolicies = new List<AIPolicyData>();
}
_attachedPolicies.Add(data);
_policyCollections.RegisterNewPolicy(data);
}
public float GetEpValue(AISituationInfo situation, List<int> playPtn)
{
if (!_policyCollections.HasPolicy(AIPolicyType.EpValue))
{
return 0f;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.EpValue) as EpValuePolicyCollection).GetEpValue(situation, playPtn);
}
public float GetUnitRate(AIVirtualField field, AIVirtualCard card, List<int> playPtn)
{
if (!_policyCollections.HasPolicy(AIPolicyType.ModUnitRate))
{
return 1f;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.ModUnitRate) as ModUnitRatePolicyCollection).GetUnitRate(card, field, playPtn);
}
public float GetUnitBonus(AIVirtualField field, AIVirtualCard card, List<int> playPtn)
{
if (!_policyCollections.HasPolicy(AIPolicyType.UnitBonus))
{
return 0f;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.UnitBonus) as UnitBonusPolicyCollection).GetUnitBonus(card, field, playPtn);
}
public float GetPlayptnBonus(AIVirtualField field, List<int> playPtn)
{
if (!_policyCollections.HasPolicy(AIPolicyType.PlayptnBonus))
{
return 0f;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.PlayptnBonus) as PlayptnBonusPolicyCollection).GetPlayptnBonus(field, playPtn);
}
public float GetAllyPlayBonus(AIVirtualCard playCard, List<int> playPtn, AISituationInfo situation, ref float currentUseMinValue)
{
if (!_policyCollections.HasPolicy(AIPolicyType.AllyPlayBonus))
{
return 0f;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.AllyPlayBonus) as AllyPlayBonusPolicyCollection).GetAllyPlayBonus(playCard, playPtn, situation, ref currentUseMinValue);
}
public float GetAllyPlayBonusRate(AIVirtualCard playCard, List<int> playPtn, AISituationInfo situation)
{
if (!_policyCollections.HasPolicy(AIPolicyType.AllyPlayBonusRate))
{
return 1f;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.AllyPlayBonusRate) as AllyPlayBonusRatePolicyCollection).GetAllyPlayBonusRate(playCard, playPtn, situation);
}
public bool IsPlayBreak(AIVirtualCard card, List<int> playPtn, AISituationInfo situation)
{
if (!_policyCollections.HasPolicy(AIPolicyType.PlayBreak))
{
return false;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.PlayBreak) as PlayBreakPolicyCollection).IsPlayBreak(card, playPtn, situation);
}
public float GetBarrierBonus(AIVirtualCard card)
{
if (!_policyCollections.HasPolicy(AIPolicyType.BarrierBonus))
{
return 0f;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.BarrierBonus) as BarrierBonusPolicyCollection).GetBarrierBonus(card);
}
public bool IsDisableLethalCheck(AIVirtualField field, List<int> playPtn)
{
if (!_policyCollections.HasPolicy(AIPolicyType.DisableLethalCheck))
{
return false;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.DisableLethalCheck) as DisableLethalCheckPolicyCollection).IsDisableLethalCheck(field, playPtn);
}
public float GetDelayTurnEndTime(AIVirtualCard owner, List<int> playPtn)
{
if (!_policyCollections.HasPolicy(AIPolicyType.DelayTurnEndTime))
{
return 0f;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.DelayTurnEndTime) as AIDelayTurnEndTimePolicyCollection).GetDelayTime(owner, playPtn);
}
public int GetEmoteOnTurnEnd(bool isAllyTurn)
{
if (!_policyCollections.HasPolicy(AIPolicyType.EmoOnTurnEnd))
{
return -1;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.EmoOnTurnEnd) as EmoOnTurnEndPolicyCollection).GetEmoOnTurnEnd(_enemyAI.CurrentVirtualField, isAllyTurn);
}
public int GetEmoteOnTurnStart(bool isAllyTurn, AIVirtualField field)
{
if (!_policyCollections.HasPolicy(AIPolicyType.EmoOnTurnStart))
{
return -1;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.EmoOnTurnStart) as EmoOnTurnStartPolicyCollection).GetEmoOnTurnStart(field, isAllyTurn);
}
public int GetEmoteOnLeaderDamaged(AIVirtualField field)
{
if (!_policyCollections.HasPolicy(AIPolicyType.EmoOnLeaderDamaged))
{
return -1;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.EmoOnLeaderDamaged) as EmoOnLeaderDamagedPolicyCollection).GetEmoOnLeaderDamaged(field);
}
public int GetPlayerEmoteOnTurnEnd(bool isPlayerTurn)
{
if (!_policyCollections.HasPolicy(AIPolicyType.PlayerEmoOnTurnEnd))
{
return -1;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.PlayerEmoOnTurnEnd) as PlayerEmoOnTurnEndPolicyCollection).GetPlayerEmoOnTurnEnd(_enemyAI.CurrentVirtualField, isPlayerTurn);
}
public int GetPlayerEmoteOnTurnStart(AIVirtualField field)
{
if (!_policyCollections.HasPolicy(AIPolicyType.PlayerEmoOnTurnStart))
{
return -1;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.PlayerEmoOnTurnStart) as PlayerEmoOnTurnStartPolicyCollection).GetPlayerEmoOnTurnStart(field);
}
public int GetPlayerEmoteOnLeaderDamaged(AIVirtualField field)
{
if (!_policyCollections.HasPolicy(AIPolicyType.PlayerEmoOnLeaderDamaged))
{
return -1;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.PlayerEmoOnLeaderDamaged) as PlayerEmoOnLeaderDamagedPolicyCollection).GetPlayerEmoOnLeaderDamaged(field);
}
private void InitializeReferenceIdTable()
{
if (!_policyCollections.HasPolicy(AIPolicyType.SetReferenceId))
{
_enemyAI.ReferenceIdTable = new Dictionary<int, int>();
return;
}
SetReferenceIdPolicyCollection setReferenceIdPolicyCollection = _policyCollections.GetPolicyCollection(AIPolicyType.SetReferenceId) as SetReferenceIdPolicyCollection;
_enemyAI.ReferenceIdTable = setReferenceIdPolicyCollection.CreateReferenceIdTable();
}
private void InitializeReferenceTribeTable()
{
if (!_policyCollections.HasPolicy(AIPolicyType.SetReferenceTribe))
{
_enemyAI.ReferenceTribeTable = new Dictionary<string, List<int>>();
return;
}
SetReferenceTribePolicyCollection setReferenceTribePolicyCollection = _policyCollections.GetPolicyCollection(AIPolicyType.SetReferenceTribe) as SetReferenceTribePolicyCollection;
_enemyAI.ReferenceTribeTable = setReferenceTribePolicyCollection.CreateReferenceTribeTable();
}
public float GetFirstMoveBonus(AIVirtualCard playCard, List<AIVirtualActionInfo> moves)
{
if (!_policyCollections.HasPolicy(AIPolicyType.MoveFirstBonus))
{
return 0f;
}
return (_policyCollections.GetPolicyCollection(AIPolicyType.MoveFirstBonus) as MoveFirstBonusPolicyCollection).GetMoveFirstBonus(playCard, playCard.SelfField, moves);
}
public void ExecuteGameStartAttachTag(AIVirtualField field)
{
if (_policyCollections.HasPolicy(AIPolicyType.GameStartAttachTag))
{
(_policyCollections.GetPolicyCollection(AIPolicyType.GameStartAttachTag) as GameStartAttachTagPolicyCollection).ExecuteAttachTag(field);
}
}
}