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>
71 lines
2.7 KiB
C#
71 lines
2.7 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public static class AIEvalReanimateUtility
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{
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public static float EvalReanimate(AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, List<AIScriptTokenBase> argList)
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{
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if (argList.Count < 2)
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{
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AIConsoleUtility.LogError("EVAL_REANIMATE error!!! argList count = " + argList.Count);
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return 0f;
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}
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argList.Reverse();
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if (!TryGetIsSummonToAllySide(argList[0], out var isSummonToAllySide))
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{
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return 0f;
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}
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int reanimateCost = (int)argList[1].Value;
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argList.RemoveRange(0, 2);
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return EvalReanimate(tagOwner, isSummonToAllySide, reanimateCost, argList, playPtn, situation);
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}
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private static float EvalReanimate(AIVirtualCard tagOwner, bool isSummonAllyField, int reanimateCost, List<AIScriptTokenBase> filters, List<int> playPtn, AISituationInfo situation)
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{
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float num = 0f;
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AIVirtualField selfField = tagOwner.SelfField;
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List<AIVirtualCard> list = (((tagOwner.IsAlly && isSummonAllyField) || (!tagOwner.IsAlly && !isSummonAllyField)) ? selfField.CardListSet.AllyDestroyedCards : selfField.CardListSet.EnemyDestroyedCards);
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if (list == null || list.Count <= 0)
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{
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return 0f;
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}
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list = AIReanimateSimulationUtility.FilteringReanimateTargets(list, reanimateCost, tagOwner, filters, playPtn, situation);
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if (list != null && list.Count > 0)
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{
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for (int i = 0; i < list.Count; i++)
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{
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AIVirtualCard target = list[i];
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num += EvalReanimateTargetValue(target, selfField, playPtn, situation);
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}
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num /= (float)list.Count;
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}
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return num * (isSummonAllyField ? 1f : (-1f));
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}
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public static float EvalReanimateTargetValue(AIVirtualCard target, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
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{
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return ((float)(target.DefaultAttack * target.DefaultMaxAttackableCount) + (float)target.DefaultLife + field.StyleQuery.GetUnitBonus(field, target, playPtn)) * field.StyleQuery.GetUnitRate(field, target, playPtn) * target.EvaluateAllBattleBonusRate(playPtn, useOthersTag: true, useIgnoreInBattle: false, situation) + target.GetFieldBonus(playPtn) + target.GetReanimateBonus(playPtn);
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}
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private static bool TryGetIsSummonToAllySide(AIScriptTokenBase sideToken, out bool isSummonToAllySide)
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{
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if (sideToken is AIScriptArgumentToken { ArgumentType: var argumentType })
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{
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switch (argumentType)
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{
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case AIScriptTokenArgType.ALLY:
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isSummonToAllySide = true;
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return true;
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case AIScriptTokenArgType.OPPONENT:
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isSummonToAllySide = false;
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return true;
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}
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}
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AIConsoleUtility.LogError("EVAL_REANIMATE error!!! Argument[0] is not ALLY or ENEMY");
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isSummonToAllySide = true;
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return false;
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}
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}
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