Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/EnemyAIUtil.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

120 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard.Battle;
namespace Wizard;
internal static class EnemyAIUtil
{
private class SelectableInfo
{
public List<BattleCardBase> Cards;
public int Count;
public SelectableInfo(List<BattleCardBase> cards, int count)
{
Cards = cards;
Count = count;
}
}
private static void SetupTargetsList(int depth, List<BattleCardBase> currentList, List<SelectableInfo> selectablesList, Dictionary<int, List<SelectableInfo>> choiceSelectableList, List<List<BattleCardBase>> out_targetsList, bool isFusion = false)
{
if (depth == selectablesList.Count)
{
out_targetsList.Add(new List<BattleCardBase>(currentList));
return;
}
SelectableInfo selectableInfo = selectablesList[depth];
if (isFusion)
{
int num = (1 << selectableInfo.Cards.Count) - 1;
for (int i = 1; i <= num; i++)
{
int num2 = i;
int num3 = 0;
for (int j = 0; j < selectableInfo.Cards.Count; j++)
{
BattleCardBase item = selectableInfo.Cards[j];
if (((num2 >> j) & 1) > 0)
{
currentList.Add(item);
num3++;
}
}
SetupTargetsList(depth + 1, currentList, selectablesList, choiceSelectableList, out_targetsList, isFusion: true);
for (int k = 0; k < num3; k++)
{
currentList.RemoveAt(currentList.Count - 1);
}
}
return;
}
List<int> list = new List<int>();
for (int l = 0; l < selectableInfo.Cards.Count; l++)
{
list.Add(l);
}
foreach (int[] item2 in AIMathematicsLibrary.EnumerateCombinations(list, selectableInfo.Count))
{
BattleCardBase firstCard = selectableInfo.Cards[item2[0]];
bool flag = true;
for (int m = 0; m < item2.Length; m++)
{
BattleCardBase card = selectableInfo.Cards[item2[m]];
if (currentList.Any((BattleCardBase c) => c.Index == card.Index && c.IsPlayer == card.IsPlayer))
{
flag = false;
}
currentList.Add(card);
}
if (flag)
{
if (choiceSelectableList != null && choiceSelectableList.Any((KeyValuePair<int, List<SelectableInfo>> p) => p.Key == firstCard.Index))
{
if (choiceSelectableList[firstCard.Index] != null)
{
SetupTargetsList(0, currentList, choiceSelectableList[firstCard.Index], null, out_targetsList);
}
}
else
{
SetupTargetsList(depth + 1, currentList, selectablesList, choiceSelectableList, out_targetsList);
}
}
for (int num4 = 0; num4 < item2.Length; num4++)
{
currentList.RemoveAt(currentList.Count - 1);
}
}
}
public static void TurnEnd(BattleManagerBase mgr, bool isPlayer)
{
if (isPlayer)
{
mgr.VfxMgr.RegisterSequentialVfx(mgr.OperateMgr.PlayerTurnEnd());
}
else
{
mgr.VfxMgr.RegisterSequentialVfx(mgr.OperateMgr.TurnEndOperation(isPlayer));
}
}
public static void SetupPlayCardSkillOptionValue(BattleCardBase playCard, BattlePlayerPair pair)
{
IEnumerable<SkillBase> selectTypeSkill = playCard.GetSelectTypeSkill();
if (selectTypeSkill == null)
{
return;
}
foreach (SkillBase item in selectTypeSkill)
{
SkillCollectionBase.SetupOptionValue(item.OptionValue, pair, playCard, item);
}
}
}