Files
SVSimServer/SVSim.BattleEngine/Engine/BattleEnemy.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

242 lines
6.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle;
using Wizard.Battle.Player.Emotion;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class BattleEnemy : BattlePlayerBase
{
private IEmotion _emotion;
private readonly Vector3 FIELD_CENTER_POSITION = new Vector3(0f, 0.25f, 0f);
public override bool IsGameFirst => !base.BattleMgr.IsFirst;
public override bool IsPlayer => false;
public override IBattlePlayerView BattleView => BattleEnemyView;
public override IEmotion Emotion => _emotion;
public virtual IBattlePlayerView BattleEnemyView { get; protected set; }
public bool EnableEnemyAI { get; set; }
public override int Turn
{
get
{
if (!base.BattleMgr.IsFirst)
{
return base.BattleMgr.FirstTurn;
}
return base.BattleMgr.SecondTurn;
}
set
{
if (base.BattleMgr.IsFirst)
{
base.BattleMgr.SecondTurn = value;
}
else
{
base.BattleMgr.FirstTurn = value;
}
}
}
public event Action<List<int>> OnMulliganEndForReplay;
public BattleEnemy(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround, IInnerOptionsBuilder innerOptionsBuilder)
: base(battleMgr, battleCamera, backGround, innerOptionsBuilder)
{
}
protected override void Initialize()
{
BattleEnemyView = new BattleEnemyView(this);
}
protected override void CreateSelfBattleCard()
{
EnemyClassBattleCard item = new EnemyClassBattleCard(new ClassBattleCardBase.ClassBuildInfo(_isPlayer: false, 20, this, base.BattleMgr.BattlePlayer, base.BattleMgr, base.BattleMgr.BattleResourceMgr));
base.ClassAndInPlayCardList.Add(item);
}
public override void Setup(BattlePlayerBase opponentBattlePlayer)
{
_emotion = _innerOptionsBuilder.CreateEnemyEmotion((IClassBattleCardView)base.Class.BattleCardView);
base.Setup(opponentBattlePlayer);
}
public override void SetupClone(BattlePlayerBase sourceBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer, CloneActualFlags cloneFlags)
{
sourceBattlePlayer.CopyToVirtualBase(this, virtualOpponentBattlePlayer, cloneFlags);
}
public override VfxBase StartTurnControl(string log = "")
{
if (BattleMgr.GameMgr.IsAdminWatch)
{
UpdateHandCardsPlayability();
}
Turn++;
SequentialVfxPlayer sequentialVfxPlayer = TurnEvolveControl(BattleView.EpIcon);
VfxBase vfx = TurnStart();
sequentialVfxPlayer.Register(vfx);
VfxBase vfx2 = BattleMgr.JudgeBattleResult();
sequentialVfxPlayer.Register(vfx2);
sequentialVfxPlayer.Register(CreateThinkingVfx(base.BattleMgr));
return sequentialVfxPlayer;
}
public VfxBase CreateThinkingVfx(BattleManagerBase battleMgr)
{
if (BattleMgr.GameMgr.IsAdminWatch)
{
return NullVfx.GetInstance();
}
return NullVfx.GetInstance();
}
public override VfxBase UsePp(int pp, bool isNewReplayMoveTurn = false)
{
base.UsePp(pp);
int usedPp = base.Pp;
int maxPp = base.PpTotal;
Vector3 labelPosition = default(Vector3);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
Vector3 position = base.BattleCamera.Get3DCamera().WorldToScreenPoint(StatusPanelControl.GetPPPanel().transform.Find("PPIcon/PPLabel").transform.position);
labelPosition = UIManager.GetInstance().getCamera().ScreenToWorldPoint(position);
}));
sequentialVfxPlayer.Register(NullVfx.GetInstance());
return sequentialVfxPlayer;
}
protected override VfxBase TurnStartDrawCard(SkillProcessor skillProcessor)
{
NullVfx.GetInstance();
int drawCount = ((IsGameFirst || Turn != 1) ? 1 : 2);
VfxWith<IEnumerable<BattleCardBase>> vfxWith = RandomCardDraw(drawCount, skillProcessor);
VfxBase vfxBase = CardDrawVfx(vfxWith.Value);
SequentialVfxPlayer result = SequentialVfxPlayer.Create(vfxWith.Vfx, vfxBase);
if (!base.Class.IsDead && EnableEnemyAI)
{
base.BattleMgr.EnemyAI.ExecuteEnemyAI(useWait: true);
}
_ = base.Class.IsDead;
return result;
}
public override VfxBase CardDrawVfx(IEnumerable<BattleCardBase> DrawList, bool skipShuffle = false, bool isOpenDrawSkill = false)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (BattleMgr.GameMgr.IsAdminWatch)
{
foreach (BattleCardBase card in DrawList)
{
if (card.BaseCost != card.Cost)
{
List<int> costList = card.BattleCardView.GetUseCostList(card.Cost);
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
card.BattleCardView.UpdateCost(costList);
}));
}
}
}
sequentialVfxPlayer.Register(NullVfx.GetInstance());
sequentialVfxPlayer.Register(NullVfx.GetInstance());
return sequentialVfxPlayer;
}
public override VfxBase TurnEnd()
{
ParallelVfxPlayer result = ParallelVfxPlayer.Create(base.TurnEnd(), NullVfx.GetInstance());
if (BattleMgr.GameMgr.IsAdminWatch)
{
foreach (BattleCardBase handCard in base.HandCardList)
{
handCard.BattleCardView.HideCanPlayEffect();
}
}
return result;
}
protected override void SetActive()
{
if (BattleMgr.GameMgr.IsAdminWatch)
{
UpdateHandCardsPlayability();
}
if (!IsGameFirst || Turn != 1)
{
base.IsChoiceBraveEffectTiming = true;
BattleEnemyView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}
}
public override BattlePlayerBase CreateVirtualPlayer()
{
return new VirtualBattleEnemy(base.BattleMgr, base.BattleCamera, base.BackGround);
}
public override void UpdateHandCardsPlayability(bool areArrowsForcedOff = false)
{
foreach (BattleCardBase handCard in _opponentBattlePlayer.HandCardList)
{
handCard.BattleCardView.areArrowsForcedOff = areArrowsForcedOff;
handCard.BattleCardView.UpdateMovability();
}
if (!BattleMgr.GameMgr.IsAdmin)
{
return;
}
foreach (BattleCardBase handCard2 in base.HandCardList)
{
handCard2.BattleCardView.areArrowsForcedOff = areArrowsForcedOff;
handCard2.BattleCardView.UpdateMovability();
}
if (base.IsSelfTurn)
{
BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}
}
public override VfxBase MoveToHand(List<BattleCardBase> cardsToMoveToHand)
{
return SequentialVfxPlayer.Create(NullVfx.GetInstance(), InstantVfx.Create(delegate
{
UpdateHandCardsPlayability();
}));
}
public override EffectBattle GetSkillEffect(string skillEffectPath)
{
return BattleMgr.GameMgr.GetEffectMgr().GetEnemyEffectBattle(skillEffectPath);
}
public override Vector3 GetFieldCenterPosition()
{
return FIELD_CENTER_POSITION;
}
public override VfxBase TurnStartDraw(SkillProcessor skillProcessor)
{
return base.TurnStartDraw(skillProcessor);
}
public void CallRecordingMulliganEnd(List<int> cardIndexList)
{
this.OnMulliganEndForReplay.Call(cardIndexList);
}
}