Files
SVSimServer/SVSim.BattleEngine/Engine/AttackSelectControl.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

361 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard;
using Wizard.Battle.Touch;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class AttackSelectControl
{
public class AttackPair
{
public class AttackPairCard
{
public IBattleCardView _battleCardView;
public bool _isReady;
public bool _hasStartedMoving;
public AttackPairCard(IBattleCardView battleCardBase)
{
_battleCardView = battleCardBase;
}
public AttackPairCard(AttackPairCard attackPairCard)
{
_battleCardView = attackPairCard._battleCardView;
_isReady = attackPairCard._isReady;
_hasStartedMoving = attackPairCard._hasStartedMoving;
}
}
public AttackPairCard _attackInitiator;
public AttackPairCard _attackTarget;
public bool IsAttackPairReady
{
get
{
if (_attackInitiator._isReady)
{
return _attackTarget._isReady;
}
return false;
}
}
public AttackPair(IBattleCardView attackInitiator, IBattleCardView attackTarget)
{
_attackInitiator = new AttackPairCard(attackInitiator);
_attackTarget = new AttackPairCard(attackTarget);
}
public AttackPair(AttackPair attackPair)
{
_attackInitiator = new AttackPairCard(attackPair._attackInitiator);
_attackTarget = new AttackPairCard(attackPair._attackTarget);
}
}
public class WaitUntilAttackPairIsReadyVfx : VfxBase
{
private AttackPair _attackPair;
public WaitUntilAttackPairIsReadyVfx(AttackPair attackPair)
{
_attackPair = attackPair;
}
public override void Play()
{
BattleCoroutine.GetInstance().StartCoroutine(Wait());
}
private IEnumerator Wait()
{
while (!_attackPair.IsAttackPairReady)
{
yield return null;
}
IsEnd = true;
}
}
private bool areAttackPairsBeingUpdated;
private readonly AttackPair currentAttackPair = new AttackPair(null, null);
private readonly List<AttackPair> successfulAttackPairs = new List<AttackPair>();
private IBattleCardView currentAttackInitiator
{
get
{
return currentAttackPair._attackInitiator._battleCardView;
}
set
{
currentAttackPair._attackInitiator._battleCardView = value;
}
}
private IBattleCardView currentAttackTarget
{
get
{
return currentAttackPair._attackTarget._battleCardView;
}
set
{
currentAttackPair._attackTarget._battleCardView = value;
}
}
public virtual void RegisterAttackPair(AttackPair attackPair)
{
IBattleCardView battleCardView = attackPair._attackInitiator._battleCardView;
IBattleCardView battleCardView2 = attackPair._attackTarget._battleCardView;
if (attackPair == null || battleCardView == null || battleCardView._attackTargetSelectInfo._attackPairsCardIsInvolvedIn == null)
{
ResetCardPosition(currentAttackInitiator);
ResetCardPosition(currentAttackTarget);
return;
}
successfulAttackPairs.Add(attackPair);
battleCardView._attackTargetSelectInfo._attackPairsCardIsInvolvedIn.Enqueue(attackPair);
battleCardView2._attackTargetSelectInfo._attackPairsCardIsInvolvedIn.Enqueue(attackPair);
if (!areAttackPairsBeingUpdated)
{
BattleCoroutine.GetInstance().StartCoroutine(UpdateAttackPairs());
}
}
public void ResetCardOrientationAndStopMovement(IBattleCardView targetCard)
{
if (!targetCard._attackTargetSelectInfo.IsUneffectedByAttackTargetting)
{
iTween.Stop(targetCard.CardWrapObject);
targetCard.CardWrapObject.transform.rotation = Quaternion.identity;
}
}
public virtual VfxBase ResetCardAfterAttackOnReplay()
{
return InstantVfx.Create(delegate
{
for (int i = 0; i < successfulAttackPairs.Count(); i++)
{
IBattleCardView battleCardView = successfulAttackPairs[i]._attackInitiator._battleCardView;
if (battleCardView._attackTargetSelectInfo._attackPairsCardIsInvolvedIn.Count > 0)
{
battleCardView._attackTargetSelectInfo._attackPairsCardIsInvolvedIn.Dequeue();
}
ResetCardPosition(battleCardView);
IBattleCardView battleCardView2 = successfulAttackPairs[i]._attackTarget._battleCardView;
if (battleCardView2._attackTargetSelectInfo._attackPairsCardIsInvolvedIn.Count > 0)
{
battleCardView2._attackTargetSelectInfo._attackPairsCardIsInvolvedIn.Dequeue();
}
ResetCardPosition(battleCardView2);
}
});
}
public virtual VfxBase ResetCardAfterAttack(IBattleCardView cardToReset)
{
return InstantVfx.Create(delegate
{
if (cardToReset._attackTargetSelectInfo._attackPairsCardIsInvolvedIn.Count > 0)
{
cardToReset._attackTargetSelectInfo._attackPairsCardIsInvolvedIn.Dequeue();
}
if (cardToReset._attackTargetSelectInfo.IsCardInvolvedInAttack)
{
cardToReset._attackTargetSelectInfo.CurrentAttackPairCardIsInvolvedIn._attackTarget._isReady = true;
}
ResetCardPosition(cardToReset);
});
}
private void ResetCardPosition(IBattleCardView targetCard)
{
}
public virtual void StartCardIdling(IBattleCardView battleCardView)
{
iTween.Stop(battleCardView.CardWrapObject);
iTween.MoveAdd(battleCardView.CardWrapObject, iTween.Hash("z", 0.025390625f, "time", Random.Range(0.5f, 0.6f), "looptype", iTween.LoopType.pingPong, "easetype", iTween.EaseType.easeInOutQuad));
}
private IEnumerator UpdateAttackPairs()
{
areAttackPairsBeingUpdated = true;
while (successfulAttackPairs.Count > 0)
{
float t = MotionUtils.CalculateFrameRateIndependantDampingConstant(0.01f, 10f);
for (int i = 0; i < successfulAttackPairs.Count; i++)
{
AttackPair attackPair = successfulAttackPairs[i];
if (!attackPair.IsAttackPairReady)
{
AttackPair.AttackPairCard attackInitiator = attackPair._attackInitiator;
AttackPair.AttackPairCard attackTarget = attackPair._attackTarget;
if (attackInitiator._battleCardView._attackTargetSelectInfo.CurrentAttackPairCardIsInvolvedIn == attackPair)
{
MoveCardUpwards(attackInitiator, t);
}
if (attackTarget._battleCardView._attackTargetSelectInfo.CurrentAttackPairCardIsInvolvedIn == attackPair)
{
MoveCardUpwards(attackTarget, t);
}
}
}
yield return null;
}
areAttackPairsBeingUpdated = false;
}
private void MoveCardUpwards(AttackPair.AttackPairCard attackPairCard, float t)
{
if (false /* Pre-Phase-5b: IsRecovery guard headless-safe as false */)
{
attackPairCard._isReady = true;
}
else
{
if (attackPairCard == null || attackPairCard._battleCardView == null)
{
return;
}
IBattleCardView battleCardView = attackPairCard._battleCardView;
if (IsCardTranslatable(battleCardView) && !battleCardView._attackTargetSelectInfo.IsUneffectedByAttackTargetting && !attackPairCard._isReady)
{
if (!attackPairCard._hasStartedMoving)
{
attackPairCard._hasStartedMoving = true;
ResetCardOrientationAndStopMovement(battleCardView);
}
Transform transform = battleCardView.CardWrapObject.transform;
if (!IsCardFullyTranslated(battleCardView))
{
Vector3 b = CalculateFinalFloatingPosition(battleCardView);
transform.localPosition = Vector3.Lerp(transform.transform.localPosition, b, t);
}
else
{
transform.localPosition = CalculateFinalFloatingPosition(battleCardView);
attackPairCard._isReady = true;
StartCardIdling(battleCardView);
}
}
}
}
private Vector3 CalculateFinalFloatingPosition(IBattleCardView battleCardView)
{
Vector3 localPosition = battleCardView.CardWrapObject.transform.transform.localPosition;
localPosition.z = -100f;
return localPosition;
}
public bool IsCardTranslatable(IBattleCardView cardToTranslate)
{
if (cardToTranslate != null)
{
return !cardToTranslate.CardInfo.IsClass;
}
return false;
}
private bool IsCardFullyTranslated(IBattleCardView cardBeingTranslated)
{
return Mathf.Abs(cardBeingTranslated.CardWrapObject.transform.localPosition.z - -100f) < 0.1f;
}
public static bool CanCardAttackTarget(BattleCardBase Attacker, BattleCardBase Target, IEnumerable<BattleCardBase> TargetInPlayCards)
{
bool flag = false;
bool isClass = Target.IsClass;
if (TargetInPlayCards.Any((BattleCardBase c) => c.SkillApplyInformation.IsGuard && !c.CantBeFocusedAttack(Attacker)))
{
flag = true;
}
if (Attacker.SkillApplyInformation.IsIgnoreGuard)
{
flag = false;
}
if (Attacker.AttackableCount <= 0)
{
return false;
}
if ((!Attacker.SkillApplyInformation.IsQuick || !Attacker.SkillApplyInformation.IsRush) && !Attacker.Attackable)
{
return false;
}
if (isClass)
{
if (!Attacker.SkillApplyInformation.IsQuick)
{
if (Attacker.IsFirstTurn)
{
return false;
}
if (!Attacker.Attackable)
{
return false;
}
}
if (Attacker.IsCantAttackClass)
{
return false;
}
if (Attacker.SkillApplyInformation.IsForceAttackUnit && Attacker.OpponentBattlePlayer.InPlayCards.Any((BattleCardBase c) => !c.CantBeFocusedAttack(Attacker) && c.IsUnit && !AttackTargetSelectTouchProcessor.CheckAttackToUnitNotHasGuardError(Attacker, c)))
{
return false;
}
}
if (!Target.IsInplay)
{
return false;
}
if (Target.IsField || Target.CantBeFocusedAttack(Attacker))
{
return false;
}
if (flag && (isClass || !Target.SkillApplyInformation.IsGuard))
{
return false;
}
if (isClass && Attacker.IsCantAttackClass)
{
return false;
}
if (Target.IsUnit && Attacker.SkillApplyInformation.IsSkillCantAtkUnit)
{
return false;
}
if (Target.IsUnit && Attacker.SkillApplyInformation.IsSkillCantAtkUnitBaseCardId && Attacker.SkillApplyInformation.CantAtkUnitBaseCardIdList.Contains(Target.BaseParameter.BaseCardId))
{
return false;
}
if (!isClass && Attacker.SkillApplyInformation.IsSkillCantAtkUnitNotHasGuard && !Target.SkillApplyInformation.IsGuard)
{
return false;
}
return true;
}
public static bool IsAttackPossible(AIVirtualCard attacker, AIVirtualCard target, BattlePlayerBase opponent)
{
if (attacker.BaseCard.Attackable)
{
return CanCardAttackTarget(attacker.BaseCard, target.BaseCard, opponent.InPlayCards);
}
return false;
}
}