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>
163 lines
5.6 KiB
C#
163 lines
5.6 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AITokenManager
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{
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private EnemyAI _ai;
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private AITokenPool _allyTokenPool;
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private AITokenPool _enemyTokenPool;
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private AITokenPool _allyChoiceTokenPool;
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private AITokenPool _enemyChoiceTokenPool;
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public void RegistPermanentlyToken()
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{
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AddTokenFromId(900511030, isAlly: true);
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AddTokenFromId(900511030, isAlly: false);
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AddTokenFromId(900811050, isAlly: true);
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AddTokenFromId(900811050, isAlly: false);
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}
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public void AddTokenFromId(int tokenId, bool isAlly, bool isChoice = false)
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{
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AITokenPool aITokenPool = ((!isChoice) ? (isAlly ? _allyTokenPool : _enemyTokenPool) : (isAlly ? _allyChoiceTokenPool : _enemyChoiceTokenPool));
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aITokenPool.AddTokenToPool(_ai, tokenId, isChoice);
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}
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public AIVirtualCard GetTokenFromId(int tokenId, bool isAlly, AIVirtualField field, bool needsClone = false)
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{
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AIVirtualCard tokenFromPool = (isAlly ? _allyTokenPool : _enemyTokenPool).GetTokenFromPool(tokenId);
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if (tokenFromPool == null)
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{
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return null;
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}
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if (needsClone)
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{
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return new AIVirtualCard(tokenFromPool, field);
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}
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tokenFromPool.ReplaceSelfField(field);
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return tokenFromPool;
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}
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public AIVirtualCard GetChoiceTokenFromId(int tokenId, bool isAlly)
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{
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return (isAlly ? _allyChoiceTokenPool : _enemyChoiceTokenPool).GetTokenFromPool(tokenId);
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}
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public AIVirtualCard GetZombieToken(bool isAlly, AIVirtualField field, bool needsClone = false)
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{
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return GetTokenFromId(900511030, isAlly, field, needsClone);
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}
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public AIVirtualCard GetPuppetToken(bool isAlly, AIVirtualField field, bool needsClone = false)
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{
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return GetTokenFromId(900811050, isAlly, field, needsClone);
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}
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public bool IsRegisteredToken(int tokenId, bool isAlly)
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{
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return (isAlly ? _allyTokenPool : _enemyTokenPool).IsRegisteredToken(tokenId);
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}
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public AITokenManager(BattlePlayerBase ally, BattlePlayerBase opponent, EnemyAI ai)
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{
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_allyTokenPool = new AITokenPool(ally);
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_enemyTokenPool = new AITokenPool(opponent);
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_allyChoiceTokenPool = new AITokenPool(ally);
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_enemyChoiceTokenPool = new AITokenPool(opponent);
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_ai = ai;
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}
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public void UpdateTokenPool(AIVirtualField field)
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{
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if (field == null)
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{
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AIConsoleUtility.LogError("UpdateTokenPool Error!!! AIVirtualField is NULL!!!");
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return;
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}
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for (int i = 0; i < field.CardListSet.AllReferableCards.Count; i++)
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{
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AIVirtualCard aIVirtualCard = field.CardListSet.AllReferableCards[i];
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if (!aIVirtualCard.IsLeader)
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{
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AddTokenFromId(aIVirtualCard.BaseId, aIVirtualCard.IsAlly);
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}
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AddTokenFromCard(aIVirtualCard);
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if (aIVirtualCard.IsGetOn)
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{
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int getOnCardId = aIVirtualCard.GetOnCardId;
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if (!IsRegisteredToken(getOnCardId, aIVirtualCard.IsAlly))
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{
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AddTokenFromId(getOnCardId, aIVirtualCard.IsAlly);
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AIVirtualCard tokenFromId = GetTokenFromId(getOnCardId, aIVirtualCard.IsAlly, null);
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AddTokenFromCard(tokenFromId);
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}
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}
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}
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for (int j = 0; j < field.CardListSet.AllyDestroyedCards.Count; j++)
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{
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AIVirtualCard aIVirtualCard2 = field.CardListSet.AllyDestroyedCards[j];
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AddTokenFromId(aIVirtualCard2.BaseId, aIVirtualCard2.IsAlly);
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}
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for (int k = 0; k < field.CardListSet.EnemyDestroyedCards.Count; k++)
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{
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AIVirtualCard aIVirtualCard3 = field.CardListSet.EnemyDestroyedCards[k];
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AddTokenFromId(aIVirtualCard3.BaseId, aIVirtualCard3.IsAlly);
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}
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}
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public void AddTokenFromCard(AIVirtualCard card, List<int> preRegisteredTokenIdList = null)
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{
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AITokenIdCollection allRegisterTokenPoolInfo = card.TagCollectionContainer.GetAllRegisterTokenPoolInfo(card);
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if (allRegisterTokenPoolInfo != null && allRegisterTokenPoolInfo.HasToken)
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{
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List<int> list = ((preRegisteredTokenIdList != null) ? new List<int>(preRegisteredTokenIdList) : new List<int>());
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list.Add(card.BaseId);
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AddTokenFromRegisterInfo(allRegisterTokenPoolInfo, card.SelfField, list);
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}
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}
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private void AddTokenFromRegisterInfo(AITokenIdCollection idCollection, AIVirtualField field, List<int> registeredTokenIdList)
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{
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if (idCollection.HasAllyToken)
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{
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for (int i = 0; i < idCollection.AllyTokenIdList.Count; i++)
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{
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AITokenInformation aITokenInformation = idCollection.AllyTokenIdList[i];
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AddTokenFromId(aITokenInformation.TokenId, isAlly: true, aITokenInformation.IsChoice);
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if (registeredTokenIdList != null && !registeredTokenIdList.Contains(aITokenInformation.TokenId))
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{
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AIVirtualCard card = (aITokenInformation.IsChoice ? GetChoiceTokenFromId(aITokenInformation.TokenId, isAlly: true) : GetTokenFromId(aITokenInformation.TokenId, isAlly: true, field));
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AddTokenFromCard(card, registeredTokenIdList);
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}
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}
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}
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if (!idCollection.HasOpponentToken)
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{
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return;
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}
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for (int j = 0; j < idCollection.OpponentTokenIdList.Count; j++)
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{
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AITokenInformation aITokenInformation2 = idCollection.OpponentTokenIdList[j];
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AddTokenFromId(aITokenInformation2.TokenId, isAlly: false, aITokenInformation2.IsChoice);
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if (registeredTokenIdList != null && !registeredTokenIdList.Contains(aITokenInformation2.TokenId))
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{
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AIVirtualCard card2 = (aITokenInformation2.IsChoice ? GetChoiceTokenFromId(aITokenInformation2.TokenId, isAlly: false) : GetTokenFromId(aITokenInformation2.TokenId, isAlly: false, field));
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AddTokenFromCard(card2, registeredTokenIdList);
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}
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}
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}
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public static AIVirtualCard ProcessToken(BattleCardBase card, AIVirtualField field)
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{
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AIVirtualCard aIVirtualCard = new AIVirtualCard(card, field);
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aIVirtualCard.InitializeTags(field.ParamQuery, null, null);
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return aIVirtualCard;
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}
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}
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