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>
242 lines
6.9 KiB
C#
242 lines
6.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Cute;
|
|
using UnityEngine;
|
|
using Wizard;
|
|
using Wizard.Battle;
|
|
using Wizard.Battle.Player.Emotion;
|
|
using Wizard.Battle.View;
|
|
using Wizard.Battle.View.Vfx;
|
|
|
|
public class BattleEnemy : BattlePlayerBase
|
|
{
|
|
|
|
private IEmotion _emotion;
|
|
|
|
private readonly Vector3 FIELD_CENTER_POSITION = new Vector3(0f, 0.25f, 0f);
|
|
|
|
public override bool IsGameFirst => !base.BattleMgr.IsFirst;
|
|
|
|
public override bool IsPlayer => false;
|
|
|
|
public override IBattlePlayerView BattleView => BattleEnemyView;
|
|
|
|
public override IEmotion Emotion => _emotion;
|
|
|
|
public virtual IBattlePlayerView BattleEnemyView { get; protected set; }
|
|
|
|
public bool EnableEnemyAI { get; set; }
|
|
|
|
public override int Turn
|
|
{
|
|
get
|
|
{
|
|
if (!base.BattleMgr.IsFirst)
|
|
{
|
|
return base.BattleMgr.FirstTurn;
|
|
}
|
|
return base.BattleMgr.SecondTurn;
|
|
}
|
|
set
|
|
{
|
|
if (base.BattleMgr.IsFirst)
|
|
{
|
|
base.BattleMgr.SecondTurn = value;
|
|
}
|
|
else
|
|
{
|
|
base.BattleMgr.FirstTurn = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
public event Action<List<int>> OnMulliganEndForReplay;
|
|
|
|
public BattleEnemy(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround, IInnerOptionsBuilder innerOptionsBuilder)
|
|
: base(battleMgr, battleCamera, backGround, innerOptionsBuilder)
|
|
{
|
|
}
|
|
|
|
protected override void Initialize()
|
|
{
|
|
BattleEnemyView = new BattleEnemyView(this);
|
|
}
|
|
|
|
protected override void CreateSelfBattleCard()
|
|
{
|
|
EnemyClassBattleCard item = new EnemyClassBattleCard(new ClassBattleCardBase.ClassBuildInfo(_isPlayer: false, 20, this, base.BattleMgr.BattlePlayer, base.BattleMgr, base.BattleMgr.BattleResourceMgr));
|
|
base.ClassAndInPlayCardList.Add(item);
|
|
}
|
|
|
|
public override void Setup(BattlePlayerBase opponentBattlePlayer)
|
|
{
|
|
_emotion = _innerOptionsBuilder.CreateEnemyEmotion((IClassBattleCardView)base.Class.BattleCardView);
|
|
base.Setup(opponentBattlePlayer);
|
|
}
|
|
|
|
public override void SetupClone(BattlePlayerBase sourceBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer, CloneActualFlags cloneFlags)
|
|
{
|
|
sourceBattlePlayer.CopyToVirtualBase(this, virtualOpponentBattlePlayer, cloneFlags);
|
|
}
|
|
|
|
public override VfxBase StartTurnControl(string log = "")
|
|
{
|
|
if (BattleMgr.GameMgr.IsAdminWatch)
|
|
{
|
|
UpdateHandCardsPlayability();
|
|
}
|
|
Turn++;
|
|
SequentialVfxPlayer sequentialVfxPlayer = TurnEvolveControl(BattleView.EpIcon);
|
|
VfxBase vfx = TurnStart();
|
|
sequentialVfxPlayer.Register(vfx);
|
|
VfxBase vfx2 = BattleMgr.JudgeBattleResult();
|
|
sequentialVfxPlayer.Register(vfx2);
|
|
sequentialVfxPlayer.Register(CreateThinkingVfx(base.BattleMgr));
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
public VfxBase CreateThinkingVfx(BattleManagerBase battleMgr)
|
|
{
|
|
if (BattleMgr.GameMgr.IsAdminWatch)
|
|
{
|
|
return NullVfx.GetInstance();
|
|
}
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase UsePp(int pp, bool isNewReplayMoveTurn = false)
|
|
{
|
|
base.UsePp(pp);
|
|
int usedPp = base.Pp;
|
|
int maxPp = base.PpTotal;
|
|
Vector3 labelPosition = default(Vector3);
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
|
|
{
|
|
Vector3 position = base.BattleCamera.Get3DCamera().WorldToScreenPoint(StatusPanelControl.GetPPPanel().transform.Find("PPIcon/PPLabel").transform.position);
|
|
labelPosition = UIManager.GetInstance().getCamera().ScreenToWorldPoint(position);
|
|
}));
|
|
sequentialVfxPlayer.Register(NullVfx.GetInstance());
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
protected override VfxBase TurnStartDrawCard(SkillProcessor skillProcessor)
|
|
{
|
|
NullVfx.GetInstance();
|
|
int drawCount = ((IsGameFirst || Turn != 1) ? 1 : 2);
|
|
VfxWith<IEnumerable<BattleCardBase>> vfxWith = RandomCardDraw(drawCount, skillProcessor);
|
|
VfxBase vfxBase = CardDrawVfx(vfxWith.Value);
|
|
SequentialVfxPlayer result = SequentialVfxPlayer.Create(vfxWith.Vfx, vfxBase);
|
|
if (!base.Class.IsDead && EnableEnemyAI)
|
|
{
|
|
base.BattleMgr.EnemyAI.ExecuteEnemyAI(useWait: true);
|
|
}
|
|
_ = base.Class.IsDead;
|
|
return result;
|
|
}
|
|
|
|
public override VfxBase CardDrawVfx(IEnumerable<BattleCardBase> DrawList, bool skipShuffle = false, bool isOpenDrawSkill = false)
|
|
{
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
if (BattleMgr.GameMgr.IsAdminWatch)
|
|
{
|
|
foreach (BattleCardBase card in DrawList)
|
|
{
|
|
if (card.BaseCost != card.Cost)
|
|
{
|
|
List<int> costList = card.BattleCardView.GetUseCostList(card.Cost);
|
|
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
|
|
{
|
|
card.BattleCardView.UpdateCost(costList);
|
|
}));
|
|
}
|
|
}
|
|
}
|
|
sequentialVfxPlayer.Register(NullVfx.GetInstance());
|
|
sequentialVfxPlayer.Register(NullVfx.GetInstance());
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
public override VfxBase TurnEnd()
|
|
{
|
|
ParallelVfxPlayer result = ParallelVfxPlayer.Create(base.TurnEnd(), NullVfx.GetInstance());
|
|
if (BattleMgr.GameMgr.IsAdminWatch)
|
|
{
|
|
foreach (BattleCardBase handCard in base.HandCardList)
|
|
{
|
|
handCard.BattleCardView.HideCanPlayEffect();
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
protected override void SetActive()
|
|
{
|
|
if (BattleMgr.GameMgr.IsAdminWatch)
|
|
{
|
|
UpdateHandCardsPlayability();
|
|
}
|
|
if (!IsGameFirst || Turn != 1)
|
|
{
|
|
base.IsChoiceBraveEffectTiming = true;
|
|
BattleEnemyView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
|
|
}
|
|
}
|
|
|
|
public override BattlePlayerBase CreateVirtualPlayer()
|
|
{
|
|
return new VirtualBattleEnemy(base.BattleMgr, base.BattleCamera, base.BackGround);
|
|
}
|
|
|
|
public override void UpdateHandCardsPlayability(bool areArrowsForcedOff = false)
|
|
{
|
|
foreach (BattleCardBase handCard in _opponentBattlePlayer.HandCardList)
|
|
{
|
|
handCard.BattleCardView.areArrowsForcedOff = areArrowsForcedOff;
|
|
handCard.BattleCardView.UpdateMovability();
|
|
}
|
|
if (!BattleMgr.GameMgr.IsAdmin)
|
|
{
|
|
return;
|
|
}
|
|
foreach (BattleCardBase handCard2 in base.HandCardList)
|
|
{
|
|
handCard2.BattleCardView.areArrowsForcedOff = areArrowsForcedOff;
|
|
handCard2.BattleCardView.UpdateMovability();
|
|
}
|
|
if (base.IsSelfTurn)
|
|
{
|
|
BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
|
|
}
|
|
}
|
|
|
|
public override VfxBase MoveToHand(List<BattleCardBase> cardsToMoveToHand)
|
|
{
|
|
return SequentialVfxPlayer.Create(NullVfx.GetInstance(), InstantVfx.Create(delegate
|
|
{
|
|
UpdateHandCardsPlayability();
|
|
}));
|
|
}
|
|
|
|
public override EffectBattle GetSkillEffect(string skillEffectPath)
|
|
{
|
|
return BattleMgr.GameMgr.GetEffectMgr().GetEnemyEffectBattle(skillEffectPath);
|
|
}
|
|
|
|
public override Vector3 GetFieldCenterPosition()
|
|
{
|
|
return FIELD_CENTER_POSITION;
|
|
}
|
|
|
|
public override VfxBase TurnStartDraw(SkillProcessor skillProcessor)
|
|
{
|
|
return base.TurnStartDraw(skillProcessor);
|
|
}
|
|
|
|
public void CallRecordingMulliganEnd(List<int> cardIndexList)
|
|
{
|
|
this.OnMulliganEndForReplay.Call(cardIndexList);
|
|
}
|
|
}
|