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>
214 lines
6.7 KiB
C#
214 lines
6.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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namespace Wizard;
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public class BestInPlayMoveAI : IBattleSimulationAI
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{
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private EnemyAI AI;
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private InplayMovePatternFilter _patternFilter;
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private AIRuleBaseBattleSimulator _ruleBaseSimulator;
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private SimulationResult BestRecord;
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private SimulationAdditionalActionInfoSet _simAdditionalOptions;
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public AIVirtualField Cr_MaxField => BestRecord.BestResultField;
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public float Cr_MaxFieldValue => BestRecord.MaxFieldValue;
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public float Cr_MaxFieldValueAtSelfTurnEnd => BestRecord.MaxFieldValueAtSelfTurnEnd;
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public AIVirtualActionInfo Cr_FirstActionInfo { get; private set; }
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public List<AIVirtualActionInfo> Cr_MaxActionInfoSequence => BestRecord.ActionSequence;
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public BestInPlayMoveAI(EnemyAI ai)
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{
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AI = ai;
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_patternFilter = new InplayMovePatternFilter();
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}
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public IEnumerator _CrSimulate(AIVirtualField originalField, bool doesUseEvo, bool checkTimeOverLogic, PlayPtnWithToken[] bestPlayPtnsWithToken = null, SimulationAdditionalActionInfoSet additionalActions = null)
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{
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AI.IsInVirutalSimulation = true;
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_ruleBaseSimulator = new AIRuleBaseBattleSimulator(AI, bestPlayPtnsWithToken, canChangeToTimeOverLogic: false);
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BestRecord = new SimulationResult();
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_simAdditionalOptions = additionalActions;
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ParallelJob job = ParallelJob.Dispatch(delegate
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{
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try
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{
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RunSimulation(originalField, doesUseEvo);
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}
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catch (Exception)
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{
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}
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});
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while (!job.isDone)
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{
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yield return null;
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if (checkTimeOverLogic && AI.IsRunWeakLogic)
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{
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AI.IsInVirutalSimulation = false;
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yield break;
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}
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}
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if (Cr_MaxField == null)
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{
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AI.IsInVirutalSimulation = false;
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yield break;
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}
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if (Cr_MaxActionInfoSequence.Count > 0)
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{
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Cr_FirstActionInfo = BattleSequencer.GetFirstActionInfo(Cr_MaxActionInfoSequence, Cr_MaxField, Cr_MaxField.BestPlayPtn);
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}
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AI.IsInVirutalSimulation = false;
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}
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private void RunSimulation(AIVirtualField originalField, bool doesUseEvo)
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{
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AIVirtualField originalField2 = new AIVirtualField(originalField);
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List<int> enemyFollowers = GetEnemyFollowers(originalField2);
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RunAllBreakPattern(originalField2, enemyFollowers, doesUseEvo);
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}
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private void RunAllBreakPattern(AIVirtualField originalField, List<int> enemyFollowers, bool doesUseEvo)
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{
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RunOnePattern(doesUseEvo, new List<int>(), originalField, enemyFollowers);
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List<ulong> list = new List<ulong>();
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int num = enemyFollowers.Count;
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while (num > 0 && !AI.IsBattleEnd && !AI.IsRunWeakLogic)
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{
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int[] patternGroup = AISimulationUtility.GetPatternGroup(num);
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if (patternGroup != null)
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{
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for (int i = 0; i < patternGroup.Length; i++)
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{
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if (AI.IsBattleEnd)
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{
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break;
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}
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if (AI.IsRunWeakLogic)
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{
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break;
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}
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List<int> enemyTargets = AISimulationUtility.GetEnemyTargets(originalField.EnemyInplayCards, enemyFollowers, patternGroup[i], originalField.BestPlayPtn);
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ulong item = AISimulationUtility.CalculateTargetSequenceHash(enemyTargets.ToArray(), originalField);
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if (!list.Contains(item))
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{
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_patternFilter.CheckBreakPatternCondition(originalField, enemyTargets);
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AIOneMoreLastwordUtility.SortEnemyTargetByBreakBonus(originalField, enemyTargets);
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RunOnePattern(doesUseEvo, enemyTargets, originalField, enemyFollowers);
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list.Add(item);
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if (_patternFilter.IsBestBreakPattern)
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{
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return;
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}
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}
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}
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}
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num--;
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}
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}
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private void RunOnePattern(bool doesUseEvo, List<int> enemyTargets, AIVirtualField originalField, List<int> enemyFollowers)
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{
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if (!AISimulationUtility.IsValidEnemyTargetIndexes(originalField.EnemyInplayCards, enemyTargets))
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{
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return;
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}
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int num = (doesUseEvo ? originalField.AllyInplayCards.Count : 0);
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for (int i = -1; i < num; i++)
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{
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if (AISimulationUtility.IsValuableEvoIndex(i, originalField))
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{
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MostValuableAttackPattern(originalField, BestRecord, i, enemyTargets);
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}
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}
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}
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private void MostValuableAttackPattern(AIVirtualField originalField, SimulationResult bestRecord, int evoIndex, List<int> enemyTargets)
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{
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List<int[]> attackerSequencePermLists = AIMathematicsLibrary.EnumeratePermutations(GetAllyInplayIndexLIst(originalField)).ToList();
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AIVirtualField dontUseHandAllRemovalFieldSub = null;
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if (originalField.IsHandAllRemovalWaiting())
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{
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dontUseHandAllRemovalFieldSub = new AIVirtualField(originalField);
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}
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ExecuteAttackSequenceForAllFields(originalField, dontUseHandAllRemovalFieldSub, enemyTargets, attackerSequencePermLists, evoIndex, bestRecord);
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}
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private void ExecuteAttackSequenceForAllFields(AIVirtualField originalField, AIVirtualField DontUseHandAllRemovalFieldSub, List<int> enemyTargets, List<int[]> attackerSequencePermLists, int evoIndex, SimulationResult bestRecord)
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{
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List<ulong> list = new List<ulong>();
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int count = attackerSequencePermLists.Count;
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for (int i = 0; i < count; i++)
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{
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if (AI.IsRunWeakLogic)
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{
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break;
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}
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int[] array = attackerSequencePermLists[i];
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ulong item = AISimulationUtility.CalculateAttackSequenceHash(array, originalField);
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if (!list.Contains(item))
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{
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_ruleBaseSimulator.RunSequence(originalField, array, evoIndex, enemyTargets, bestRecord, _simAdditionalOptions, _patternFilter);
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if (DontUseHandAllRemovalFieldSub != null)
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{
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_ruleBaseSimulator.RunSequence(DontUseHandAllRemovalFieldSub, array, evoIndex, enemyTargets, bestRecord, _simAdditionalOptions, _patternFilter);
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}
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list.Add(item);
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}
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}
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}
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private List<int> GetEnemyFollowers(AIVirtualField originalField)
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{
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List<int> list = new List<int>();
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for (int i = 0; i < originalField.EnemyInplayCards.Count; i++)
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{
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AIVirtualCard aIVirtualCard = originalField.EnemyInplayCards[i];
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if (!aIVirtualCard.IsUnit)
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{
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continue;
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}
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bool flag = false;
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for (int j = 0; j < list.Count; j++)
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{
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AIVirtualCard aIVirtualCard2 = originalField.EnemyInplayCards[list[j]];
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if (EnemyAI.IsLargerThan(aIVirtualCard.Value, aIVirtualCard2.Value))
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{
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list.Insert(j, i);
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flag = true;
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break;
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}
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}
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if (!flag)
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{
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list.Add(i);
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}
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}
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return list;
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}
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private List<int> GetAllyInplayIndexLIst(AIVirtualField originalField)
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{
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List<int> list = new List<int>();
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for (int i = 0; i < originalField.AllyInplayCards.Count; i++)
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{
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AIVirtualCard aIVirtualCard = originalField.AllyInplayCards[i];
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if (aIVirtualCard.IsUnit && !aIVirtualCard.IsDead && aIVirtualCard.AttackableCount > 0)
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{
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list.Add(i);
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}
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}
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return list;
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}
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}
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