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>
277 lines
7.0 KiB
C#
277 lines
7.0 KiB
C#
using System.Collections.Generic;
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// TODO(engine-cleanup-pass2): 3 of 25 methods unrun in baseline
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// Type: Wizard.CardCSVData
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard;
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public class CardCSVData
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{
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public string card_id;
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public string resource_card_id;
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public string card_set_id;
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public string is_foil;
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public string path;
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public string clan;
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public string tribe;
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public string skill;
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public string skill_timing;
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public string skill_condition;
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public string skill_target;
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public string skill_option;
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public string skill_preprocess;
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public string skill_effect_condition;
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public string skill_icon;
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public string atk_effect_path;
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public string atk_se;
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public string atk_move_type;
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public string atk_effect_engin_type;
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public string atk_time;
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public string skill_effect_path;
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public string skill_se;
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public string skill_move_type;
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public string skill_effect_engin_type;
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public string skill_effect_time;
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public string skill_effect_target_type = "";
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public string char_type;
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public string evo_skill_effect_path;
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public string evo_skill_se;
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public string evo_skill_move_type;
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public string evo_skill_effect_engin_type;
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public string evo_skill_effect_time;
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public string cost;
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public string atk;
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public string life;
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public string evo_atk;
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public string evo_life;
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public string chant_count;
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public string rarity;
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public string get_red_ether;
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public string use_red_ether;
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public string summon_effect_path;
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public string summon_se_path;
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public string summon_move_type;
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public string summon_effect_type;
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public string summon_time;
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public string evol_effect_path;
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public string evol_se_path;
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public string evo_effect_type;
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public string evol_time;
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public string destroy_effect_path;
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public string play_voice;
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public string evo_voice;
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public string atk_voice;
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public string destroy_voice;
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public string skill_voice;
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public string base_card_id;
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public string normal_card_id;
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public string foil_card_id;
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public string card_frame_type;
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public string TwoPickFoilCardId;
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public string tilling_normal_x;
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public string tilling_normal_y;
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public string offset_normal_x;
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public string offset_normal_y;
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public string tilling_evol_x;
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public string tilling_evol_y;
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public string offset_evol_x;
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public string offset_evol_y;
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public int SortIndex { get; private set; }
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public string CardHashId { get; private set; }
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public string CardNameId { get; private set; }
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public string TribeNameId { get; private set; }
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public string SkillDescriptionId { get; private set; }
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public string EvoSkillDescriptionId { get; private set; }
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public string DescriptionId { get; private set; }
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public string EvoDescriptionId { get; private set; }
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public string CardVoiceId { get; private set; }
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public string IsOverrideSkillDescription { get; private set; }
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public string IsResurgentCard { get; private set; }
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public CardCSVData(string[] columns, int sortIndex)
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{
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SortIndex = sortIndex;
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CsvColumns csvColumns = new CsvColumns(columns, "card_master.csv");
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card_id = csvColumns.NextValue;
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foil_card_id = csvColumns.NextValue;
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card_set_id = csvColumns.NextValue;
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CardNameId = csvColumns.NextValue;
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is_foil = csvColumns.NextValue;
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path = csvColumns.NextValue;
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char_type = csvColumns.NextValue;
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clan = csvColumns.NextValue;
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tribe = csvColumns.NextValue;
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TribeNameId = csvColumns.NextValue;
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cost = csvColumns.NextValue;
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atk = csvColumns.NextValue;
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life = csvColumns.NextValue;
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evo_atk = csvColumns.NextValue;
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evo_life = csvColumns.NextValue;
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chant_count = csvColumns.NextValue;
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rarity = csvColumns.NextValue;
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skill = csvColumns.NextValue;
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skill_timing = csvColumns.NextValue;
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skill_condition = csvColumns.NextValue;
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skill_target = csvColumns.NextValue;
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skill_option = csvColumns.NextValue;
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skill_preprocess = csvColumns.NextValue;
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skill_effect_condition = csvColumns.NextValue;
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skill_icon = csvColumns.NextValue;
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SkillDescriptionId = csvColumns.NextValue;
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EvoSkillDescriptionId = csvColumns.NextValue;
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summon_effect_path = csvColumns.NextValue;
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summon_se_path = csvColumns.NextValue;
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summon_move_type = csvColumns.NextValue;
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summon_effect_type = csvColumns.NextValue;
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summon_time = csvColumns.NextValue;
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atk_effect_path = csvColumns.NextValue;
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atk_se = csvColumns.NextValue;
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atk_move_type = csvColumns.NextValue;
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atk_effect_engin_type = csvColumns.NextValue;
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atk_time = csvColumns.NextValue;
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skill_effect_path = csvColumns.NextValue;
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skill_se = csvColumns.NextValue;
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skill_move_type = csvColumns.NextValue;
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skill_effect_engin_type = csvColumns.NextValue;
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skill_effect_time = csvColumns.NextValue;
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skill_effect_target_type = csvColumns.NextValue;
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evo_skill_effect_path = csvColumns.NextValue;
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evo_skill_se = csvColumns.NextValue;
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evo_skill_move_type = csvColumns.NextValue;
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evo_skill_effect_engin_type = csvColumns.NextValue;
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evo_skill_effect_time = csvColumns.NextValue;
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get_red_ether = ConvOverwriteGetRedEther(card_id, csvColumns.NextValue);
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use_red_ether = ConvOverwriteUseRedEther(card_id, csvColumns.NextValue);
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evol_effect_path = csvColumns.NextValue;
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evol_se_path = csvColumns.NextValue;
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evo_effect_type = csvColumns.NextValue;
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evol_time = csvColumns.NextValue;
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destroy_effect_path = csvColumns.NextValue;
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play_voice = csvColumns.NextValue;
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evo_voice = csvColumns.NextValue;
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atk_voice = csvColumns.NextValue;
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destroy_voice = csvColumns.NextValue;
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skill_voice = csvColumns.NextValue;
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DescriptionId = csvColumns.NextValue;
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EvoDescriptionId = csvColumns.NextValue;
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card_frame_type = csvColumns.NextValue;
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base_card_id = csvColumns.NextValue;
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normal_card_id = csvColumns.NextValue;
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resource_card_id = csvColumns.NextValue;
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tilling_normal_x = csvColumns.NextValue;
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tilling_normal_y = csvColumns.NextValue;
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offset_normal_x = csvColumns.NextValue;
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offset_normal_y = csvColumns.NextValue;
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tilling_evol_x = csvColumns.NextValue;
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tilling_evol_y = csvColumns.NextValue;
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offset_evol_x = csvColumns.NextValue;
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offset_evol_y = csvColumns.NextValue;
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CardVoiceId = csvColumns.NextValue;
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IsOverrideSkillDescription = csvColumns.NextValue;
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IsResurgentCard = csvColumns.NextValue;
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TwoPickFoilCardId = csvColumns.NextValue;
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if (!CardMaster.IsUseLocalCardMaster())
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{
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CardHashId = csvColumns.NextValue;
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}
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}
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private string ConvOverwriteGetRedEther(string cardId, string getRedEther)
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{
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if (Data.Load.data.OverwriteGetRedEtherDict.ContainsKey(cardId))
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{
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return Data.Load.data.OverwriteGetRedEtherDict[cardId].ToString();
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}
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return getRedEther;
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}
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private string ConvOverwriteUseRedEther(string cardId, string useRedEther)
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{
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if (Data.Load.data.OverwriteUseRedEtherDict.ContainsKey(cardId))
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{
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return Data.Load.data.OverwriteUseRedEtherDict[cardId].ToString();
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}
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return useRedEther;
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}
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}
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