Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_chant_count_change.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

128 lines
4.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_chant_count_change : SkillBase
{
public static readonly int CHANT_NONE = -1;
private int setChant;
protected int gainChant;
protected int addChant;
public bool IsSelfChantSkill;
public Skill_chant_count_change(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
setChant = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.set_chant, CHANT_NONE);
gainChant = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_chant, 0);
addChant = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add_chant, 0);
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards, isFollowInHand: false, addToLastOperation: true));
int num = 0;
int num2 = 0;
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
CallOnChantCountChange(parameter.targetCards.ToList());
foreach (BattleCardBase targetCard2 in parameter.targetCards)
{
BattleCardBase targetCard = targetCard2;
targetCard.OnRemoveFromInPlayAfterOneTime += (bool flg, SkillProcessor skillProcessor) => NullVfx.GetInstance();
num = targetCard.ChantCount;
if (setChant != CHANT_NONE)
{
ChantCountSet(targetCard, setChant);
vfxWithLoadingSequential.RegisterToMainVfx(NullVfx.GetInstance());
}
else if (gainChant > 0)
{
ChantCountGain(targetCard, gainChant);
vfxWithLoadingSequential.RegisterVfxWithLoading(NullVfxWithLoading.GetInstance());
BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(targetCard2.SelfBattlePlayer, targetCard2.OpponentBattlePlayer);
if (!IsSelfChantSkill && base.SkillPrm.ownerCard.IsPlayer == targetCard.IsPlayer)
{
parameter.skillProcessor.Register(targetCard2.Skills.CreateWhenChantCountChangeInfo(parameter.skillProcessor, playerInfoPair));
}
parameter.skillProcessor.Register(targetCard2.Skills.CreateWhenChantCountGainInfo(parameter.skillProcessor, playerInfoPair));
}
else if (addChant > 0)
{
ChantCountAdd(targetCard, addChant);
vfxWithLoadingSequential.RegisterVfxWithLoading(NullVfxWithLoading.GetInstance());
}
parallelVfxPlayer.Register(CheckChantCountDestroy(targetCard, parameter.skillProcessor));
num2 = targetCard.ChantCount;
if (IsBattleLog)
{
if (num > 0)
{
BattleLogManager.GetInstance().AddLogSkillChangeChantCount(num2 - num, targetCard, this);
}
if (num2 <= 0)
{
BattleLogManager.GetInstance().AddLogDeath(targetCard);
}
}
}
if (gainChant > 0)
{
RegisterChantCountChangeTriggerSkill(parameter.skillProcessor, parameter.targetCards);
}
vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
return vfxWithLoadingSequential;
}
private void ChantCountGain(BattleCardBase card, int gain)
{
if (gain > 0)
{
card.SkillApplyInformation.GiveChantCount(new ChantCountAddModifier(-gain));
}
}
private void ChantCountAdd(BattleCardBase card, int add)
{
card.SkillApplyInformation.GiveChantCount(new ChantCountAddModifier(add));
}
private void ChantCountSet(BattleCardBase card, int set)
{
card.SkillApplyInformation.GiveChantCount(new ChantCountSetModifier(set));
}
protected virtual VfxBase CheckChantCountDestroy(BattleCardBase card, SkillProcessor skillProcessor)
{
if (card.ChantCount > 0)
{
return NullVfx.GetInstance();
}
card.FlagCardAsDestroyedBySkill();
return card.SelfBattlePlayer.CardManagement(card, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, base.UsedRandom, null, null, this);
}
private void RegisterChantCountChangeTriggerSkill(SkillProcessor skillProcessor, IEnumerable<BattleCardBase> targets)
{
List<BattleCardBase> list = base.SkillPrm.selfBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenChantCountGainSelfAndOther != 0)).ToList();
list.AddRange(base.SkillPrm.opponentBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenChantCountGainSelfAndOther != 0)));
for (int num = 0; num < list.Count; num++)
{
if (list[num].Skills.Any((SkillBase s) => s.OnWhenChantCountGainSelfAndOther != 0))
{
skillProcessor.Register(list[num].Skills.CreateWhenChantCountGainSelfAndOtherInfo(targets.ToList(), skillProcessor, new BattlePlayerReadOnlyInfoPair(list[num].SelfBattlePlayer, list[num].OpponentBattlePlayer)));
}
}
}
protected virtual void CallOnChantCountChange(List<BattleCardBase> targetCards)
{
}
}