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

315 lines
9.5 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public abstract class AISituationInfo
{
public AISelectedTargetInfoSet SelectedTargets;
public List<AIVirtualCard> BounceCardList;
public AISimulationPreprocessRecorder PreprocessRecorder;
public List<BattleCardRealTargetInformation> RealTargetInformationList;
public AIVirtualCard Actor { get; protected set; }
public AIVirtualCard OriginalCard { get; protected set; }
public AIVirtualCard ActionTarget => SelectedTargets.Get(0)?.FirstTarget;
public AIVirtualCard SecondActionTarget => SelectedTargets.Get(1)?.FirstTarget;
public AIOperationType ActionType { get; private set; }
public AIVirtualCard CurrentCheckCard { get; private set; }
public AIDiscardInfo DiscardInfo { get; private set; }
public AISkillProcessInfoCollection ProcessCollection { get; private set; }
public AISkillProcessInformation CurrentSkillProcessInfo { get; private set; }
public bool IsLatestAction { get; private set; }
public AISituationInfo(AIVirtualCard actor, AIVirtualCard target, AIVirtualCard secondTarget = null, AIOperationType type = AIOperationType.ATTACK)
{
Actor = actor;
OriginalCard = actor;
ActionType = type;
SelectedTargets = new AISelectedTargetInfoSet();
ProcessCollection = new AISkillProcessInfoCollection();
if (target != null)
{
SelectedTargets.Set(new AISelectedTargetInfo(target, TargetSelectType.Default), 0);
}
if (secondTarget != null)
{
SelectedTargets.Set(new AISelectedTargetInfo(secondTarget, TargetSelectType.Default), 1);
}
PreprocessRecorder = new AISimulationPreprocessRecorder();
IsLatestAction = false;
RealTargetInformationList = null;
}
public AISituationInfo(AIVirtualCard actor, AIOperationType type, AISelectedTargetInfoSet selectedTargetInfoSet)
{
Actor = actor;
OriginalCard = actor;
ActionType = type;
ProcessCollection = new AISkillProcessInfoCollection();
if (selectedTargetInfoSet == null)
{
SelectedTargets = new AISelectedTargetInfoSet();
}
else
{
SelectedTargets = selectedTargetInfoSet;
}
PreprocessRecorder = new AISimulationPreprocessRecorder();
IsLatestAction = false;
RealTargetInformationList = null;
}
public void SetActor(AIVirtualCard newActor)
{
Actor = newActor;
}
public AISelectedTargetInfo GetSituationTarget(AIScriptTokenArgType whichTarget)
{
switch (whichTarget)
{
case AIScriptTokenArgType.SELECTED_TARGET:
case AIScriptTokenArgType.TARGET_SELECT:
return SelectedTargets.Get(0);
case AIScriptTokenArgType.SECOND_SELECTED_TARGET:
case AIScriptTokenArgType.SECOND_TARGET_SELECT:
return SelectedTargets.Get(1);
case AIScriptTokenArgType.CHOICED_TARGET:
return SelectedTargets.GetChoiceInfo();
default:
return null;
}
}
public AISelectedTargetInfo GetBurialRiteTarget()
{
if (SelectedTargets != null && SelectedTargets.PreprocessTarget != null && SelectedTargets.PreprocessTarget.Type == TargetSelectType.BurialRite)
{
return SelectedTargets.PreprocessTarget;
}
return null;
}
public AISelectedTargetInfo GetChoiceTarget()
{
if (SelectedTargets != null && SelectedTargets.HasChoiceTarget)
{
return SelectedTargets.ChoiceTarget;
}
return null;
}
public bool IsFirstTarget(AIVirtualCard card)
{
if (ActionTarget != null && ActionTarget.IsSameCard(card))
{
return true;
}
return false;
}
public bool IsSecondTarget(AIVirtualCard card)
{
if (SecondActionTarget != null && SecondActionTarget.IsSameCard(card))
{
return true;
}
return false;
}
public bool IsTargetExists(AIScriptTokenArgType whichTarget)
{
return whichTarget switch
{
AIScriptTokenArgType.TARGET_SELECT => SelectedTargets.IsTargetExist(0),
AIScriptTokenArgType.SECOND_TARGET_SELECT => SelectedTargets.IsTargetExist(1),
_ => false,
};
}
public void SetTarget(AISelectedTargetInfo info, AIScriptTokenArgType whichTarget)
{
switch (whichTarget)
{
case AIScriptTokenArgType.TARGET_SELECT:
SelectedTargets.Set(info, 0);
break;
case AIScriptTokenArgType.SECOND_TARGET_SELECT:
SelectedTargets.Set(info, 1);
break;
}
}
public void SetMultipleTargetsInInfo(List<AIVirtualCard> targets, TargetSelectType type, AIRemovalType removalType, AIScriptTokenArgType whichTarget)
{
AISelectedTargetInfo info = new AISelectedTargetInfo(targets, type, removalType);
SetTarget(info, whichTarget);
}
public void SetSingleTargetInInfo(AIVirtualCard target, TargetSelectType type, AIScriptTokenArgType whichTarget)
{
AISelectedTargetInfo info = ((target != null) ? new AISelectedTargetInfo(target, type) : null);
SetTarget(info, whichTarget);
}
public void SetChoicedTargetInInfo(AIVirtualCard target)
{
AISelectedTargetInfo choiceTarget = ((target != null) ? new AISelectedTargetInfo(target, TargetSelectType.Choice) : null);
SelectedTargets.SetChoiceTarget(choiceTarget);
}
public void SetChoicedMultipleTargetInInfo(List<AIVirtualCard> targets)
{
AISelectedTargetInfo choiceTarget = ((targets != null) ? new AISelectedTargetInfo(targets, TargetSelectType.Choice) : null);
SelectedTargets.SetChoiceTarget(choiceTarget);
}
public void SetDiscardInfo(AIDiscardInfo info)
{
DiscardInfo = info;
}
public bool IsSameSituation(AISituationInfo situation)
{
if (ActionType != situation.ActionType || !Actor.IsSameCard(situation.Actor))
{
return false;
}
if (!SelectedTargets.IsDuplicate(situation.SelectedTargets))
{
return false;
}
return true;
}
public void SetExecutingSkillProcess(AISkillProcessInformation processInfo)
{
CurrentSkillProcessInfo = processInfo;
}
public AISkillProcessInformation RegisterNewProcessInfo(AIVirtualCard triggerCard, AISituationTriggerInformation.TriggerType triggerType)
{
AISkillProcessInformation aISkillProcessInformation = new AISkillProcessInformation(new AISituationTriggerInformation(triggerCard, triggerType));
ProcessCollection.RegisterProcess(aISkillProcessInformation);
return aISkillProcessInformation;
}
public AISkillProcessInformation RegisterNewPreprocessProcessInfo(AIVirtualCard triggerCard, AISituationTriggerInformation.TriggerType triggerType)
{
AISkillProcessInformation aISkillProcessInformation = new AISkillProcessInformation(new AISituationTriggerInformation(triggerCard, triggerType));
ProcessCollection.RegisterPreprocessProcessInfo(aISkillProcessInformation);
return aISkillProcessInformation;
}
public void ExecuteAllSkillProcess()
{
ProcessCollection.ExecuteAllProcess(this);
}
public void SetCurrentCheckCard(AIVirtualCard card)
{
CurrentCheckCard = card;
}
public void ResetCurrentCheckCard()
{
CurrentCheckCard = null;
}
public void RegisterRealTargetInfo(List<BattleCardRealTargetInformation> info)
{
RealTargetInformationList = info;
}
public bool IsRealSkillTarget(AIVirtualCard target, AIVirtualCard owner)
{
if (RealTargetInformationList == null || RealTargetInformationList.Count <= 0)
{
return false;
}
for (int i = 0; i < RealTargetInformationList.Count; i++)
{
BattleCardRealTargetInformation battleCardRealTargetInformation = RealTargetInformationList[i];
if (owner.IsEqual(battleCardRealTargetInformation.SkillOwner) && battleCardRealTargetInformation.IsTarget(target))
{
return true;
}
}
return false;
}
public AIVirtualCardRealTargetInformation DequeueRealTargetInfo(AIVirtualCard owner, AIVirtualField field)
{
if (RealTargetInformationList == null || RealTargetInformationList.Count <= 0)
{
return null;
}
AIVirtualField.AIVirtualFieldSearchCardOption searchOption = new AIVirtualField.AIVirtualFieldSearchCardOption
{
IsOutputCannotFindError = true,
IsSearchFromDeck = true,
IsSearchFromBeforeLatestActionDeck = true
};
BattleCardRealTargetInformation battleCardRealTargetInformation = null;
for (int i = 0; i < RealTargetInformationList.Count; i++)
{
BattleCardRealTargetInformation battleCardRealTargetInformation2 = RealTargetInformationList[i];
if (owner.IsEqual(battleCardRealTargetInformation2.SkillOwner))
{
battleCardRealTargetInformation = battleCardRealTargetInformation2;
break;
}
}
if (battleCardRealTargetInformation != null)
{
RealTargetInformationList.Remove(battleCardRealTargetInformation);
return battleCardRealTargetInformation.CreateAIVirtualTargetInformation(field, owner, searchOption);
}
return null;
}
public List<int> GetTokenIdListFromDequeuedRealTargetInfo(AIVirtualCard owner, AITokenType tokenType)
{
if (RealTargetInformationList == null || RealTargetInformationList.Count <= 0)
{
return null;
}
for (int i = 0; i < RealTargetInformationList.Count; i++)
{
BattleCardRealTargetInformation battleCardRealTargetInformation = RealTargetInformationList[i];
if (owner.IsEqual(battleCardRealTargetInformation.SkillOwner))
{
List<int> result = battleCardRealTargetInformation.DequeueFirstTargetInfoAndCreateTokenIdList(owner, tokenType);
if (!battleCardRealTargetInformation.HasAnyTarget)
{
RealTargetInformationList.Remove(battleCardRealTargetInformation);
}
return result;
}
}
return null;
}
public void SetLatestActionSimulationParameter()
{
IsLatestAction = true;
}
public void SetLatestActionSimulationParameterFromPreAction(AISituationInfo preAction)
{
IsLatestAction = preAction.IsLatestAction;
}
}