Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_pp_modifier.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

148 lines
5.2 KiB
C#

using System.Linq;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_pp_modifier : SkillBase
{
public static readonly int PP_NONE = -1;
protected int _decreaseTurnPp = PP_NONE;
public Skill_pp_modifier(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add_pptotal, 0);
int num2 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.set_pptotal, PP_NONE);
int num3 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add_pp, 0);
int num4 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_pp, PP_NONE);
int num5 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.set_pp, PP_NONE);
_decreaseTurnPp = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.decrease_turn_pp, PP_NONE);
bool isBattleLog = IsBattleLog;
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
BattleManagerBase ins = SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr;
foreach (BattleCardBase targetCard in parameter.targetCards)
{
BattleCardBase battleCardBase = targetCard;
BattlePlayerBase selfBattlePlayer = battleCardBase.SelfBattlePlayer;
int ppTotal = battleCardBase.SelfBattlePlayer.PpTotal;
int pp = battleCardBase.SelfBattlePlayer.Pp;
if (num != 0)
{
selfBattlePlayer.AddPpTotal(num, isUpdatePp: false, parameter.skillProcessor, base.SkillPrm.ownerCard, bySkill: true);
parallelVfxPlayer.Register(NullVfx.GetInstance());
}
else if (num2 != PP_NONE)
{
base.SkillPrm.selfBattlePlayer.SetPpTotal(num2, isUpdatePp: false, parameter.skillProcessor);
parallelVfxPlayer.Register(NullVfx.GetInstance());
}
if (num3 != 0)
{
AddPp(selfBattlePlayer, num3);
targetCard.SkillApplyInformation.AddPp(num3, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
selfBattlePlayer.StartSkillWhenPpHealing(parameter.skillProcessor);
}
else if (num4 > PP_NONE)
{
AddPp(selfBattlePlayer, -num4);
selfBattlePlayer.AddGameUsedPp(num4);
}
else if (num5 != PP_NONE)
{
SetPp(selfBattlePlayer, num5);
}
if (_decreaseTurnPp != PP_NONE)
{
BuffInfo buffInfo = AddBuffInfoIfNeeded(battleCardBase);
BuffInfoContainer buffInfoContainer = new BuffInfoContainer(battleCardBase, buffInfo, _decreaseTurnPp, "", null, 0L);
base.buffInfoContainer.Add(buffInfoContainer);
battleCardBase.SkillApplyInformation.GiveDecreaseTurnStartPP(_decreaseTurnPp);
SetOnLoseEvent(battleCardBase, buffInfo, buffInfoContainer);
}
parallelVfxPlayer.Register(NullVfx.GetInstance());
int ppTotal2 = selfBattlePlayer.PpTotal;
int pp2 = selfBattlePlayer.Pp;
selfBattlePlayer.UpdateHandCardsPlayability();
if (isBattleLog)
{
if (ppTotal2 - ppTotal != 0 || num3 != 0)
{
bool flag = ppTotal2 - ppTotal != 0;
int changePP = (flag ? (ppTotal2 - ppTotal) : (pp2 - pp));
BattleLogManager.GetInstance().AddLogSkillChangePP(battleCardBase, changePP, ppTotal, flag, this);
}
else if (num4 > 0)
{
BattleLogManager.GetInstance().AddLogSkillChangePP(battleCardBase, -num4, ppTotal, isTotal: false, this);
}
}
}
if (isBattleLog && _decreaseTurnPp != PP_NONE)
{
BattleLogManager.GetInstance().AddLogSkillGain(parameter.targetCards.ToList(), this, SkillGainType.DecreaseTurnPP, _decreaseTurnPp);
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
return vfxWithLoadingSequential;
}
public override VfxWithLoading Stop(SkillProcessor skillProcessor)
{
base.Stop(skillProcessor);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
foreach (BuffInfoContainer item in buffInfoContainer)
{
VfxBase vfx = item._targetCard.SkillApplyInformation.DepriveDecreaseTurnStartPP(item._intValue);
item._targetCard.RemoveBuffInfo(item._buffInfo);
if (item._targetCard.IsClass)
{
UpdateClassBuffIfActive(item._targetCard);
}
parallelVfxPlayer.Register(vfx);
}
buffInfoContainer.Clear();
return VfxWithLoading.Create(parallelVfxPlayer);
}
protected virtual void AddPp(BattlePlayerBase player, int add)
{
player.Pp += add;
if (player.Pp < 0)
{
player.Pp = 0;
}
else if (player.Pp > 10)
{
player.Pp = 10;
}
if (player.PpTotal < player.Pp)
{
player.Pp = player.PpTotal;
}
}
private void SetPp(BattlePlayerBase player, int set)
{
player.Pp = set;
if (player.PpTotal < player.Pp)
{
player.Pp = player.PpTotal;
}
}
public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
{
targetCard.OnLoseSkillOneTime += delegate(SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card)
{
card.RemoveBuffInfo(buff);
buffInfoContainer.Remove(container);
return card.SkillApplyInformation.ForceDepriveDecreaseTurnStartPP();
};
}
}