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>
180 lines
6.5 KiB
C#
180 lines
6.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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namespace Wizard;
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public class AIPlayedCardContainer
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{
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private List<AIVirtualCard> _allyTurnPlayedCardList;
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private List<AIVirtualCard> _allyInGamePlayedCardList;
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private List<AIVirtualCard> _allyPreviousTurnPlayedCardList;
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private List<AIVirtualCard> _enemyTurnPlayedCardList;
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private List<AIVirtualCard> _enemyInGamePlayedCardList;
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private List<AIVirtualCard> _enemyPreviousTurnPlayedCardList;
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public int AllyTurnPlayedCardCount => _allyTurnPlayedCardList.Count;
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public int AllyInGamePlayedCardCount => _allyInGamePlayedCardList.Count;
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public AIPlayedCardContainer()
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{
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_allyTurnPlayedCardList = new List<AIVirtualCard>();
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_allyInGamePlayedCardList = new List<AIVirtualCard>();
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_allyPreviousTurnPlayedCardList = new List<AIVirtualCard>();
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_enemyTurnPlayedCardList = new List<AIVirtualCard>();
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_enemyInGamePlayedCardList = new List<AIVirtualCard>();
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_enemyPreviousTurnPlayedCardList = new List<AIVirtualCard>();
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}
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public AIPlayedCardContainer(AIPlayedCardContainer source)
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{
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_allyTurnPlayedCardList = new List<AIVirtualCard>(source._allyTurnPlayedCardList);
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_allyInGamePlayedCardList = new List<AIVirtualCard>(source._allyInGamePlayedCardList);
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_allyPreviousTurnPlayedCardList = new List<AIVirtualCard>(source._allyPreviousTurnPlayedCardList);
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_enemyTurnPlayedCardList = new List<AIVirtualCard>(source._enemyTurnPlayedCardList);
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_enemyInGamePlayedCardList = new List<AIVirtualCard>(source._enemyInGamePlayedCardList);
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_enemyPreviousTurnPlayedCardList = new List<AIVirtualCard>(source._enemyPreviousTurnPlayedCardList);
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}
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public AIPlayedCardContainer Clone()
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{
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return new AIPlayedCardContainer(this);
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}
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private void CopyPreviousPlayCardOnTurnShift(AIVirtualTurnStartInfo turnStartSituation)
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{
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if (turnStartSituation != null)
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{
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if (turnStartSituation.Actor.IsAlly)
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{
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_enemyPreviousTurnPlayedCardList = new List<AIVirtualCard>(_enemyTurnPlayedCardList);
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}
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else
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{
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_allyPreviousTurnPlayedCardList = new List<AIVirtualCard>(_allyTurnPlayedCardList);
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}
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}
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}
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public void ClearInTurn(AIVirtualTurnStartInfo turnStartSituation = null)
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{
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CopyPreviousPlayCardOnTurnShift(turnStartSituation);
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_allyTurnPlayedCardList.Clear();
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_enemyTurnPlayedCardList.Clear();
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}
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public int GetPlayedCountInTurn(List<AIScriptTokenBase> filters, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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return AIFilteringUtility.MultipleFiltering(tagOwner.IsAlly ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList, filters, tagOwner, playPtn, situation, isBlockDeadCard: false)?.Count ?? 0;
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}
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public int GetPlayedCountInPreviousTurn(bool isAllyList, List<AIScriptTokenBase> filters, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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return AIFilteringUtility.MultipleFiltering(isAllyList ? _allyPreviousTurnPlayedCardList : _enemyPreviousTurnPlayedCardList, filters, tagOwner, playPtn, situation, isBlockDeadCard: false)?.Count ?? 0;
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}
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public int GetAllPlayedCountInTurn(bool isAITurn)
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{
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return (isAITurn ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList)?.Count ?? 0;
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}
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public int GetPlayedCountInGame(List<AIScriptTokenBase> filters, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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int num = 0;
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num = ((!AIPlayPtnUtility.IsInPlayPtn(tagOwner, playPtn)) ? (num + AIPlayPtnUtility.GetPlayPtnCardCount(filters, tagOwner, playPtn, situation)) : (num + AIPlayPtnUtility.GetBeforePlayPtnCount(filters, tagOwner, playPtn, situation)));
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List<AIVirtualCard> list = AIFilteringUtility.MultipleFiltering(tagOwner.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList, filters, tagOwner, playPtn, situation, isBlockDeadCard: false);
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if (list != null)
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{
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num += list.Count;
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}
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return num;
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}
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public int GetPlayedNameCount(List<AIScriptTokenBase> filters, AIScriptTokenArgType turnOrGame, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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List<AIVirtualCard> list = null;
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switch (turnOrGame)
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{
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case AIScriptTokenArgType.TURN:
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list = (tagOwner.IsAlly ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList);
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break;
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case AIScriptTokenArgType.GAME:
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list = (tagOwner.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList);
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break;
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default:
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AIConsoleUtility.LogError($"GetPlayedNameCount() error!! turnOrGame == {turnOrGame}");
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return 0;
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}
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if (list == null || list.Count <= 0)
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{
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return 0;
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}
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return AIFilteringUtility.GetCardNameCountFromList(list, filters, tagOwner, playPtn, situation);
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}
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public bool IsPlayedAsAccelerate(AIVirtualCard card)
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{
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CardParameter baseParameter = card.BaseCard.BaseParameter;
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if (!card.IsSpell || baseParameter.BaseCardId == baseParameter.ResourceCardId || !IsPlayedCard(card))
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{
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return false;
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}
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CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(baseParameter.ResourceCardId);
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if (cardParameterFromId == null)
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{
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return false;
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}
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if (cardParameterFromId.Cost > baseParameter.Cost && cardParameterFromId.CharType == CardBasePrm.CharaType.NORMAL)
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{
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return true;
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}
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return false;
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}
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public bool IsPlayedAsCrystalize(AIVirtualCard card)
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{
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if (!IsPlayedCard(card) || !card.IsAmulet)
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{
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return false;
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}
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if (card.BaseCard.TransformInfo.Type != BattleCardBase.TransformType.Crystallize)
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{
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return false;
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}
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return true;
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}
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public bool IsPlayedCard(AIVirtualCard card)
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{
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return (card.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList).Any((AIVirtualCard c) => c.IsSameCard(card));
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}
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public void AddPlayedCard(AIVirtualCard card)
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{
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if (!IsPlayedCard(card))
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{
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List<AIVirtualCard> container = (card.IsAlly ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList);
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AIParamQuery.AddElementToList(card, container);
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List<AIVirtualCard> container2 = (card.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList);
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AIParamQuery.AddElementToList(card, container2);
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}
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}
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public void RollBackFromOneRecord(AIVirtualFieldRollBackRecord.PlayedCardContainerRecord rollBackRecord)
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{
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for (int num = _allyTurnPlayedCardList.Count - 1; num >= rollBackRecord.AllyTurnPlayedCardCount; num--)
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{
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_allyTurnPlayedCardList.RemoveAt(num);
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}
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for (int num2 = _allyInGamePlayedCardList.Count - 1; num2 >= rollBackRecord.AllyInGamePlayedCardCount; num2--)
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{
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_allyInGamePlayedCardList.RemoveAt(num2);
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}
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}
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}
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