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>
148 lines
5.2 KiB
C#
148 lines
5.2 KiB
C#
using System.Linq;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_pp_modifier : SkillBase
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{
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public static readonly int PP_NONE = -1;
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protected int _decreaseTurnPp = PP_NONE;
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public Skill_pp_modifier(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add_pptotal, 0);
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int num2 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.set_pptotal, PP_NONE);
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int num3 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add_pp, 0);
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int num4 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_pp, PP_NONE);
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int num5 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.set_pp, PP_NONE);
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_decreaseTurnPp = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.decrease_turn_pp, PP_NONE);
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bool isBattleLog = IsBattleLog;
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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BattleManagerBase ins = SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr;
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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BattleCardBase battleCardBase = targetCard;
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BattlePlayerBase selfBattlePlayer = battleCardBase.SelfBattlePlayer;
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int ppTotal = battleCardBase.SelfBattlePlayer.PpTotal;
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int pp = battleCardBase.SelfBattlePlayer.Pp;
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if (num != 0)
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{
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selfBattlePlayer.AddPpTotal(num, isUpdatePp: false, parameter.skillProcessor, base.SkillPrm.ownerCard, bySkill: true);
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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}
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else if (num2 != PP_NONE)
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{
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base.SkillPrm.selfBattlePlayer.SetPpTotal(num2, isUpdatePp: false, parameter.skillProcessor);
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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}
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if (num3 != 0)
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{
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AddPp(selfBattlePlayer, num3);
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targetCard.SkillApplyInformation.AddPp(num3, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
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selfBattlePlayer.StartSkillWhenPpHealing(parameter.skillProcessor);
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}
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else if (num4 > PP_NONE)
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{
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AddPp(selfBattlePlayer, -num4);
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selfBattlePlayer.AddGameUsedPp(num4);
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}
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else if (num5 != PP_NONE)
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{
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SetPp(selfBattlePlayer, num5);
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}
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if (_decreaseTurnPp != PP_NONE)
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{
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BuffInfo buffInfo = AddBuffInfoIfNeeded(battleCardBase);
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BuffInfoContainer buffInfoContainer = new BuffInfoContainer(battleCardBase, buffInfo, _decreaseTurnPp, "", null, 0L);
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base.buffInfoContainer.Add(buffInfoContainer);
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battleCardBase.SkillApplyInformation.GiveDecreaseTurnStartPP(_decreaseTurnPp);
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SetOnLoseEvent(battleCardBase, buffInfo, buffInfoContainer);
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}
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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int ppTotal2 = selfBattlePlayer.PpTotal;
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int pp2 = selfBattlePlayer.Pp;
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selfBattlePlayer.UpdateHandCardsPlayability();
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if (isBattleLog)
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{
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if (ppTotal2 - ppTotal != 0 || num3 != 0)
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{
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bool flag = ppTotal2 - ppTotal != 0;
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int changePP = (flag ? (ppTotal2 - ppTotal) : (pp2 - pp));
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BattleLogManager.GetInstance().AddLogSkillChangePP(battleCardBase, changePP, ppTotal, flag, this);
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}
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else if (num4 > 0)
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{
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BattleLogManager.GetInstance().AddLogSkillChangePP(battleCardBase, -num4, ppTotal, isTotal: false, this);
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}
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}
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}
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if (isBattleLog && _decreaseTurnPp != PP_NONE)
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{
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BattleLogManager.GetInstance().AddLogSkillGain(parameter.targetCards.ToList(), this, SkillGainType.DecreaseTurnPP, _decreaseTurnPp);
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
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vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
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return vfxWithLoadingSequential;
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}
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public override VfxWithLoading Stop(SkillProcessor skillProcessor)
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{
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base.Stop(skillProcessor);
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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foreach (BuffInfoContainer item in buffInfoContainer)
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{
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VfxBase vfx = item._targetCard.SkillApplyInformation.DepriveDecreaseTurnStartPP(item._intValue);
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item._targetCard.RemoveBuffInfo(item._buffInfo);
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if (item._targetCard.IsClass)
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{
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UpdateClassBuffIfActive(item._targetCard);
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}
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parallelVfxPlayer.Register(vfx);
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}
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buffInfoContainer.Clear();
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return VfxWithLoading.Create(parallelVfxPlayer);
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}
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protected virtual void AddPp(BattlePlayerBase player, int add)
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{
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player.Pp += add;
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if (player.Pp < 0)
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{
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player.Pp = 0;
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}
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else if (player.Pp > 10)
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{
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player.Pp = 10;
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}
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if (player.PpTotal < player.Pp)
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{
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player.Pp = player.PpTotal;
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}
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}
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private void SetPp(BattlePlayerBase player, int set)
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{
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player.Pp = set;
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if (player.PpTotal < player.Pp)
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{
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player.Pp = player.PpTotal;
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}
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}
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public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
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{
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targetCard.OnLoseSkillOneTime += delegate(SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card)
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{
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card.RemoveBuffInfo(buff);
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buffInfoContainer.Remove(container);
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return card.SkillApplyInformation.ForceDepriveDecreaseTurnStartPP();
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};
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}
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}
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