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>
128 lines
4.2 KiB
C#
128 lines
4.2 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.Card;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public class SpellBattleCard : BattleCardBase
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{
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private bool _isActionCard;
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private static SkillCreator.SkillBuildInfo _sharedSpellChargeBuildInfo;
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public override bool IsActionCard => _isActionCard;
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public override bool IsEvolution => false;
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public override bool IsInplay => false;
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public override bool IsSpell => true;
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public override bool IsDead => false;
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public override bool Movable(bool isCheckOnDraw = true, bool isSkipSelecting = false, CHECK_CONDITION_MUTATIONSKILL_TYPE type = CHECK_CONDITION_MUTATIONSKILL_TYPE.NONE, bool isRecording = false)
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{
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if (!base.Movable(isCheckOnDraw, isSkipSelecting, CHECK_CONDITION_MUTATIONSKILL_TYPE.NONE, isRecording))
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{
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return false;
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}
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return IsSelectableSkillTarget();
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}
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public bool IsSelectableSkillTarget()
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{
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bool flag = false;
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IEnumerable<SkillBase> source = base.Skills.Skip(1);
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IEnumerable<SkillBase> source2 = source.Where((SkillBase s) => s.IsWhenPlaySkill && s.IsUserSelectType && !s.IsEmptyHandedUserSelectType);
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BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(base.SelfBattlePlayer, base.OpponentBattlePlayer);
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List<SkillBase> source3 = new List<SkillBase>();
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SkillConditionCheckerOption checkerOption = new SkillConditionCheckerOption();
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if (source2.Any())
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{
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source3 = source2.Where((SkillBase s) => s.CheckCondition(playerInfoPair, checkerOption, isPrePlay: true)).ToList();
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if (source3.Count() <= 0)
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{
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flag = false;
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}
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}
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bool flag2 = base.Skills.CheckWhenPlayCondition(playerInfoPair, isPrePlay: true);
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if (flag2)
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{
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if (source3.Any())
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{
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int targetCount = 0;
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flag = source3.All((SkillBase s) => s.CalcApplyTargets(s.SkillPrm.CreateInfoPair(), checkerOption, ref targetCount, isCheckInHand: true).Any());
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}
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}
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else if (!flag2 && source2.Any())
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{
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flag = false;
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}
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if (!flag && source.Any((SkillBase s) => !s.IsUserSelectType && s.CheckCondition(playerInfoPair, checkerOption, isPrePlay: true) && s.ConditionCheckerList.Any((ISkillConditionChecker c) => c is SkillPreprocessDontSelectStart)))
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{
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return true;
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}
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if (source.Any((SkillBase s) => s.IsUserSelectType && !s.IsEmptyHandedUserSelectType && !(s is Skill_fusion)))
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{
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return flag;
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}
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return true;
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}
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public SpellBattleCard(BuildInfo buildInfo, bool isChoiceBrave)
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: base(buildInfo)
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{
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if (!isChoiceBrave)
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{
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SkillBase skill = CreateSkillCreator(buildInfo.SelfBattlePlayer, buildInfo.OpponentBattlePlayer, buildInfo.ResourceMgr).Create(SpellSkillInfoCreate());
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_normalSkillCollection.FirstAdd(skill);
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}
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_isActionCard = false;
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}
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public static SkillCreator.SkillBuildInfo SpellSkillInfoCreate()
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{
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if (_sharedSpellChargeBuildInfo == null)
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{
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_sharedSpellChargeBuildInfo = new SkillCreator.SkillBuildInfo("spell_charge", "when_play", "card_type=spell", "character=me&target=hand_other_self&card_type=all", "add_charge=1", "none");
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}
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return _sharedSpellChargeBuildInfo;
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}
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public override void UpdateSkillCollection()
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{
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}
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protected override SkillCollectionBase CreateSkillCollection()
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{
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return new SpellSkillCollection(this);
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}
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protected override VfxBase StartPlayCard()
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{
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VfxBase vfxBase = base.StartPlayCard();
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base.BattleCardView.HideCanPlayEffect();
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_isActionCard = true;
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return SequentialVfxPlayer.Create(vfxBase, NullVfx.GetInstance());
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}
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protected override IBattleCardView CreateView(BattleCardView.BuildInfo buildInfo, bool isNullView)
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{
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if (isNullView)
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{
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return new NullBattleCardView(buildInfo);
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}
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return new SpellBattleCardView(buildInfo);
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}
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public override BattleCardBase VirtualClone(BattlePlayerBase virtualSelfBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer)
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{
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VirtualSpellBattleCard virtualSpellBattleCard = new VirtualSpellBattleCard(_buildInfo.VirtualClone(virtualSelfBattlePlayer, virtualOpponentBattlePlayer), isChoiceBrave: false);
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virtualSpellBattleCard._isActionCard = _isActionCard;
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CopyToVirtualCardBase(virtualSpellBattleCard);
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return virtualSpellBattleCard;
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}
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}
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