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>
280 lines
9.5 KiB
C#
280 lines
9.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public abstract class SkillBaseCopy : SkillBase
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{
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public string SkillType = "";
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public override bool IsAllowDestroyTarget => true;
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public List<SkillBase> CopiedSkillList { get; private set; } = new List<SkillBase>();
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public SkillBaseCopy(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public abstract bool IsRemain();
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public override VfxWithLoading Start(CallParameter parameter)
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{
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SkillType = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.ability, "NONE");
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bool isRemain = IsRemain();
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BattleCardBase ownerCard = base.SkillPrm.ownerCard;
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if (SkillType == "NONE")
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{
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return NullVfxWithLoading.GetInstance();
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}
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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if (IsSkillMasterCopy(SkillType))
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{
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parallelVfxPlayer.Register(CopyMaster(ownerCard, targetCard, SkillType, isRemain));
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}
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else
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{
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parallelVfxPlayer.Register(CopySkill(ownerCard, targetCard, SkillType, isRemain));
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}
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
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return vfxWithLoadingSequential;
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}
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private VfxBase CopyMaster(BattleCardBase owner, BattleCardBase target, string skillType, bool isRemain)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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BattleCardBase targetCard = target;
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IEnumerable<BattleCardBase> previousCopiedCardList = owner.GetCopiedCardList;
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SkillBase skillBase = target.NormalSkills.Where((SkillBase s) => s is SkillBaseCopy).FirstOrDefault();
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BattleCardBase.CopySkillInfo copySkillInfo = base.SkillPrm.ownerCard.CopySkill(targetCard, skillType, isRemain);
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parallelVfxPlayer.Register(copySkillInfo.Vfx);
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if (!isRemain)
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{
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if (!targetCard.Skills.Any((SkillBase s) => s.SkillPrm.buildInfo._previousSkillOwner != null))
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{
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targetCard.RemoveBuffInfo((BuffInfo b) => b.IsCopied);
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}
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BuffInfo buffLose = AddBuffInfoIfNeeded(targetCard);
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BuffInfoContainer buffInfoLose = new BuffInfoContainer(targetCard, buffLose, -1, "", null, 0L);
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copySkillInfo.NewCopySkill.buffInfoContainer.Add(buffInfoLose);
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targetCard.OnRemoveFromInPlayAfterOneTime += delegate
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{
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targetCard.RemoveBuffInfo(buffLose);
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copySkillInfo.NewCopySkill.buffInfoContainer.Remove(buffInfoLose);
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return NullVfx.GetInstance();
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};
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}
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CopiedSkillList.AddRange(copySkillInfo.CopiedSkillList);
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IEnumerable<BattleCardBase> source = owner.GetCopiedCardList.Where((BattleCardBase b) => !previousCopiedCardList.Contains(b));
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if (source.Any())
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{
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BattleCardBase previousOwner = source.First();
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BuffInfo buffCopy = AddBuffInfoIfNeeded(owner, previousOwner);
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buffCopy.IsCopied = true;
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buffCopy.SetPreviousOwner(previousOwner);
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BuffInfoContainer buffInfoContainer = skillBase?.GetBuffInfoContainer().FirstOrDefault((BuffInfoContainer b) => b._buffInfo.PreviousOwner != null && b._buffInfo.PreviousOwner.CardId == previousOwner.CardId);
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if (previousOwner.CardId != target.CardId && skillBase != null && buffInfoContainer != null)
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{
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buffCopy.IsCopiedEvolutionSkill = buffInfoContainer._buffInfo.IsCopiedEvolutionSkill;
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}
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else
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{
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buffCopy.IsCopiedEvolutionSkill = copySkillInfo.IsEvolutionSkill;
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}
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BuffInfoContainer buffInfoRob = new BuffInfoContainer(owner, buffCopy, -1, "", null, 0L);
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copySkillInfo.NewCopySkill.buffInfoContainer.Add(buffInfoRob);
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buffCopy.IsPlayer = previousOwner.IsPlayer;
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owner.OnRemoveFromInPlayAfterOneTime += delegate
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{
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owner.RemoveBuffInfo(buffCopy);
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copySkillInfo.NewCopySkill.buffInfoContainer.Remove(buffInfoRob);
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return NullVfx.GetInstance();
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};
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owner.BuffInfoList.RemoveAll((BuffInfo b) => copySkillInfo.AttachBuffs.Contains(b));
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owner.BuffInfoList.AddRange(copySkillInfo.AttachBuffs);
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}
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if (IsBattleLog && (copySkillInfo.AttachBuffs.Any() || copySkillInfo.CopiedSkillList.Any()))
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{
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BattleLogManager.GetInstance().AddLogCopiedSkill(target, this, isRemain);
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}
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return parallelVfxPlayer;
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}
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private bool IsBuffSkill<SkillType>(SkillBase skill)
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{
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if (skill is SkillType || IsCopySkill(skill, this.SkillType))
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{
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return true;
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}
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if (skill is Skill_attach_skill skill_attach_skill && skill_attach_skill.GetAttachSkills().Any((SkillBase s) => s is SkillType))
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{
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return true;
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}
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return false;
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}
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private bool IsBaseSkill<SkillType>(SkillBase skill)
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{
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if (!(skill is SkillType))
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{
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return false;
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}
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if (!base.IsAllResidentTiming)
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{
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return false;
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}
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if (!(skill.ApplyingTargetFilter is SkillTargetSelfFilter))
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{
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return false;
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}
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return true;
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}
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private VfxBase CopySkill(BattleCardBase owner, BattleCardBase target, string skillType, bool isRemain)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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_ = owner.GetCopiedCardList;
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target.NormalSkills.Where((SkillBase s) => s is SkillBaseCopy).FirstOrDefault();
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bool flag = false;
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BuffInfo buffInfo = null;
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SkillBase skillBase = null;
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switch (skillType)
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{
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case "drain":
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if (target.SkillApplyInformation.IsDrain)
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{
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parallelVfxPlayer.Register(owner.SkillApplyInformation.GiveDrain());
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flag = true;
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buffInfo = target.BuffInfoList.FirstOrDefault((BuffInfo b) => IsBuffSkill<Skill_drain>(b.SkillFrom));
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skillBase = target.Skills.FirstOrDefault((SkillBase s) => IsBaseSkill<Skill_drain>(s));
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}
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break;
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case "killer":
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if (target.SkillApplyInformation.IsKiller)
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{
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parallelVfxPlayer.Register(owner.SkillApplyInformation.GiveKiller());
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flag = true;
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buffInfo = target.BuffInfoList.FirstOrDefault((BuffInfo b) => IsBuffSkill<Skill_killer>(b.SkillFrom));
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skillBase = target.Skills.FirstOrDefault((SkillBase s) => IsBaseSkill<Skill_killer>(s));
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}
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break;
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case "rush":
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if (target.SkillApplyInformation.IsRush)
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{
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parallelVfxPlayer.Register(owner.SkillApplyInformation.GiveRush(new RushInfo(target, string.Empty)));
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flag = true;
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buffInfo = target.BuffInfoList.FirstOrDefault((BuffInfo b) => IsBuffSkill<Skill_rush>(b.SkillFrom));
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skillBase = target.Skills.FirstOrDefault((SkillBase s) => IsBaseSkill<Skill_rush>(s));
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}
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break;
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case "quick":
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if (target.SkillApplyInformation.IsQuick)
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{
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parallelVfxPlayer.Register(owner.SkillApplyInformation.GiveQuick());
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flag = true;
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buffInfo = target.BuffInfoList.FirstOrDefault((BuffInfo b) => IsBuffSkill<Skill_quick>(b.SkillFrom));
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skillBase = target.Skills.FirstOrDefault((SkillBase s) => IsBaseSkill<Skill_quick>(s));
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}
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break;
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case "guard":
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if (target.SkillApplyInformation.IsGuard)
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{
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parallelVfxPlayer.Register(owner.SkillApplyInformation.GiveGuard(new GuardInfo(target, string.Empty)));
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flag = true;
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buffInfo = target.BuffInfoList.FirstOrDefault((BuffInfo b) => IsBuffSkill<Skill_guard>(b.SkillFrom));
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skillBase = target.Skills.FirstOrDefault((SkillBase s) => IsBaseSkill<Skill_guard>(s));
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}
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break;
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}
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if (flag)
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{
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BattleCardBase battleCardBase = null;
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bool flag2;
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bool isPlayer;
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if (buffInfo != null)
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{
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flag2 = buffInfo.IsEvolutionSkill;
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SkillBase skillFrom = buffInfo.SkillFrom;
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if (skillFrom is SkillBaseCopy)
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{
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battleCardBase = buffInfo.PreviousOwner;
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isPlayer = buffInfo.IsPlayer;
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}
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else
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{
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battleCardBase = skillFrom.SkillPrm.ownerCard;
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isPlayer = skillFrom.SkillPrm.ownerCard.IsPlayer;
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}
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}
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else
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{
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bool flag3 = target.IsEvolution;
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if (skillBase != null)
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{
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flag3 = target.EvolutionSkills.Contains(skillBase);
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}
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flag2 = flag3;
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battleCardBase = target;
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isPlayer = target.IsPlayer;
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}
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BuffInfo buffCopy = AddBuffInfoIfNeeded(owner, battleCardBase);
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buffCopy.IsCopied = true;
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if (skillBase != null && !(skillBase is Skill_attach_skill) && !(skillBase is SkillBaseCopy))
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{
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skillBase.SetOnLoseEvent(owner, buffCopy, null);
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}
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else
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{
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owner.OnLoseSkillOneTime += (SkillBase loseSkill, SkillProcessor skillProcessOneTime, BattleCardBase card) => card.SkillApplyInformation.AllSkillEffectStop();
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}
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BuffInfo buffInfo2 = buffCopy;
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bool isCopiedEvolutionSkill = (buffCopy.IsEvolutionSkill = flag2);
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buffInfo2.IsCopiedEvolutionSkill = isCopiedEvolutionSkill;
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buffCopy.SetPreviousOwner(battleCardBase);
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buffCopy.IsPlayer = isPlayer;
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owner.OnRemoveFromInPlayAfterOneTime += delegate
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{
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owner.RemoveBuffInfo(buffCopy);
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return NullVfx.GetInstance();
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};
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogCopiedSkill(target, this, isRemain);
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}
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}
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return parallelVfxPlayer;
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}
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private static bool IsCopySkill(SkillBase skill, string type)
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{
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if (skill is SkillBaseCopy skillBaseCopy)
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{
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return skillBaseCopy.SkillType == type;
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}
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return false;
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}
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private static bool IsSkillMasterCopy(string skillType)
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{
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switch (skillType)
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{
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case "when_destroy":
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case "when_fight":
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case "when_attack":
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return true;
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default:
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return false;
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}
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}
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public override VfxWithLoading Stop(SkillProcessor skillProcessor)
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{
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return NullVfxWithLoading.GetInstance();
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}
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}
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