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>
239 lines
8.1 KiB
C#
239 lines
8.1 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIStyleQuery
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{
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private EnemyAI _enemyAI;
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private AIStyleData _deckStyle;
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private AIStyleData _curStyle;
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private List<AIPolicyData> _curPolicies;
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private List<AIPolicyData> _attachedPolicies;
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private AIPolicyCollectionContainer _policyCollections;
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public AIStyleQuery(EnemyAI ai, AIParamQuery _paramQuery)
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{
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_enemyAI = ai;
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_curStyle = new AIStyleData();
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_curPolicies = new List<AIPolicyData>();
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}
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public void SetDeckStyle(AIStyleData _style)
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{
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_deckStyle = _style;
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}
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public void UpdateStyle()
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{
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AIDataLibrary aIDataLibrary = null; // Pre-Phase-5b: no AI lib headless
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_curStyle = null; // Pre-Phase-5b: no AI style headless
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_curPolicies = _curStyle.ConvertToPolicyList();
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_policyCollections = new AIPolicyCollectionContainer();
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_policyCollections.InitializeAllCollections(_curPolicies);
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if (_attachedPolicies != null)
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{
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_policyCollections.InitializeAllCollections(_attachedPolicies);
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}
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InitializeReferenceIdTable();
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InitializeReferenceTribeTable();
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}
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public void ExecuteAttachStyle(AIPolicyData data)
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{
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if (_attachedPolicies == null)
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{
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_attachedPolicies = new List<AIPolicyData>();
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}
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_attachedPolicies.Add(data);
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_policyCollections.RegisterNewPolicy(data);
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}
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public float GetEpValue(AISituationInfo situation, List<int> playPtn)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.EpValue))
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{
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return 0f;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.EpValue) as EpValuePolicyCollection).GetEpValue(situation, playPtn);
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}
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public float GetUnitRate(AIVirtualField field, AIVirtualCard card, List<int> playPtn)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.ModUnitRate))
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{
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return 1f;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.ModUnitRate) as ModUnitRatePolicyCollection).GetUnitRate(card, field, playPtn);
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}
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public float GetUnitBonus(AIVirtualField field, AIVirtualCard card, List<int> playPtn)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.UnitBonus))
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{
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return 0f;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.UnitBonus) as UnitBonusPolicyCollection).GetUnitBonus(card, field, playPtn);
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}
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public float GetPlayptnBonus(AIVirtualField field, List<int> playPtn)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.PlayptnBonus))
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{
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return 0f;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.PlayptnBonus) as PlayptnBonusPolicyCollection).GetPlayptnBonus(field, playPtn);
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}
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public float GetAllyPlayBonus(AIVirtualCard playCard, List<int> playPtn, AISituationInfo situation, ref float currentUseMinValue)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.AllyPlayBonus))
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{
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return 0f;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.AllyPlayBonus) as AllyPlayBonusPolicyCollection).GetAllyPlayBonus(playCard, playPtn, situation, ref currentUseMinValue);
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}
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public float GetAllyPlayBonusRate(AIVirtualCard playCard, List<int> playPtn, AISituationInfo situation)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.AllyPlayBonusRate))
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{
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return 1f;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.AllyPlayBonusRate) as AllyPlayBonusRatePolicyCollection).GetAllyPlayBonusRate(playCard, playPtn, situation);
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}
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public bool IsPlayBreak(AIVirtualCard card, List<int> playPtn, AISituationInfo situation)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.PlayBreak))
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{
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return false;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.PlayBreak) as PlayBreakPolicyCollection).IsPlayBreak(card, playPtn, situation);
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}
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public float GetBarrierBonus(AIVirtualCard card)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.BarrierBonus))
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{
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return 0f;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.BarrierBonus) as BarrierBonusPolicyCollection).GetBarrierBonus(card);
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}
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public bool IsDisableLethalCheck(AIVirtualField field, List<int> playPtn)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.DisableLethalCheck))
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{
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return false;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.DisableLethalCheck) as DisableLethalCheckPolicyCollection).IsDisableLethalCheck(field, playPtn);
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}
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public float GetDelayTurnEndTime(AIVirtualCard owner, List<int> playPtn)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.DelayTurnEndTime))
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{
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return 0f;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.DelayTurnEndTime) as AIDelayTurnEndTimePolicyCollection).GetDelayTime(owner, playPtn);
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}
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public int GetEmoteOnTurnEnd(bool isAllyTurn)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.EmoOnTurnEnd))
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{
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return -1;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.EmoOnTurnEnd) as EmoOnTurnEndPolicyCollection).GetEmoOnTurnEnd(_enemyAI.CurrentVirtualField, isAllyTurn);
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}
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public int GetEmoteOnTurnStart(bool isAllyTurn, AIVirtualField field)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.EmoOnTurnStart))
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{
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return -1;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.EmoOnTurnStart) as EmoOnTurnStartPolicyCollection).GetEmoOnTurnStart(field, isAllyTurn);
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}
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public int GetEmoteOnLeaderDamaged(AIVirtualField field)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.EmoOnLeaderDamaged))
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{
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return -1;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.EmoOnLeaderDamaged) as EmoOnLeaderDamagedPolicyCollection).GetEmoOnLeaderDamaged(field);
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}
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public int GetPlayerEmoteOnTurnEnd(bool isPlayerTurn)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.PlayerEmoOnTurnEnd))
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{
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return -1;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.PlayerEmoOnTurnEnd) as PlayerEmoOnTurnEndPolicyCollection).GetPlayerEmoOnTurnEnd(_enemyAI.CurrentVirtualField, isPlayerTurn);
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}
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public int GetPlayerEmoteOnTurnStart(AIVirtualField field)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.PlayerEmoOnTurnStart))
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{
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return -1;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.PlayerEmoOnTurnStart) as PlayerEmoOnTurnStartPolicyCollection).GetPlayerEmoOnTurnStart(field);
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}
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public int GetPlayerEmoteOnLeaderDamaged(AIVirtualField field)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.PlayerEmoOnLeaderDamaged))
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{
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return -1;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.PlayerEmoOnLeaderDamaged) as PlayerEmoOnLeaderDamagedPolicyCollection).GetPlayerEmoOnLeaderDamaged(field);
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}
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private void InitializeReferenceIdTable()
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.SetReferenceId))
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{
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_enemyAI.ReferenceIdTable = new Dictionary<int, int>();
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return;
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}
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SetReferenceIdPolicyCollection setReferenceIdPolicyCollection = _policyCollections.GetPolicyCollection(AIPolicyType.SetReferenceId) as SetReferenceIdPolicyCollection;
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_enemyAI.ReferenceIdTable = setReferenceIdPolicyCollection.CreateReferenceIdTable();
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}
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private void InitializeReferenceTribeTable()
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.SetReferenceTribe))
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{
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_enemyAI.ReferenceTribeTable = new Dictionary<string, List<int>>();
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return;
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}
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SetReferenceTribePolicyCollection setReferenceTribePolicyCollection = _policyCollections.GetPolicyCollection(AIPolicyType.SetReferenceTribe) as SetReferenceTribePolicyCollection;
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_enemyAI.ReferenceTribeTable = setReferenceTribePolicyCollection.CreateReferenceTribeTable();
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}
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public float GetFirstMoveBonus(AIVirtualCard playCard, List<AIVirtualActionInfo> moves)
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{
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if (!_policyCollections.HasPolicy(AIPolicyType.MoveFirstBonus))
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{
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return 0f;
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}
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return (_policyCollections.GetPolicyCollection(AIPolicyType.MoveFirstBonus) as MoveFirstBonusPolicyCollection).GetMoveFirstBonus(playCard, playCard.SelfField, moves);
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}
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public void ExecuteGameStartAttachTag(AIVirtualField field)
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{
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if (_policyCollections.HasPolicy(AIPolicyType.GameStartAttachTag))
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{
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(_policyCollections.GetPolicyCollection(AIPolicyType.GameStartAttachTag) as GameStartAttachTagPolicyCollection).ExecuteAttachTag(field);
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}
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}
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}
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