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>
300 lines
8.8 KiB
C#
300 lines
8.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using LitJson;
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using UnityEngine;
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using Wizard;
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public class StoryChapterData : HeaderData
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{
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public enum ChapterClearStatus
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{
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NotCleared,
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AlreadyRead,
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Cleared
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}
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public class StoryReward
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{
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public int RewardType { get; }
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public long RewardUserGoodsId { get; }
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public int RewardNumber { get; }
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public StoryReward(JsonData data)
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{
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RewardType = data["reward_type"].ToInt();
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RewardUserGoodsId = data["reward_detail_id"].ToLong();
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RewardNumber = data["reward_number"].ToInt();
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}
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}
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public class SubChapterData
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{
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public int StoryId { get; private set; }
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public int SubChapterId { get; private set; }
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public ChapterClearStatus ClearStatus { get; private set; }
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public bool IsMaintenanceChapter { get; private set; }
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public SubChapterData(JsonData jsonData)
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{
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StoryId = jsonData["story_id"].ToInt();
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SubChapterId = jsonData["sub_chapter_id"].ToInt();
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ClearStatus = (jsonData["is_finish"].ToBoolean() ? ChapterClearStatus.Cleared : ChapterClearStatus.NotCleared);
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IsMaintenanceChapter = jsonData.GetValueOrDefault("is_maintenance_chapter", defaultValue: false);
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}
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}
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public static readonly int SUB_CHAPTER_ALL = int.MaxValue;
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public int StoryId { get; }
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public int SectionId { get; }
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public int CharaId { get; }
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public string ChapterId { get; }
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public string NextChapterId { get; }
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public List<SubChapterData> SubChapterDatas { get; }
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public bool ExistsSecondHalfStory { get; }
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public bool ExistsStoryMovie { get; }
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public bool IsMaintenanceChapter { get; set; }
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public bool IsReleased { get; }
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public bool IsLocked { get; }
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public string UnlockConditionText { get; }
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public ChapterClearStatus ClearStatus { get; }
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public StoryReward[] Rewards { get; }
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public string LastChapterClearTextId { get; }
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public int ChapterRowNum { get; }
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public string SelectionDisplayPosition { get; }
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public string SelectionTextId { get; }
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public string RequiredChapterId { get; }
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public int RequiredChapterRowNum { get; }
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public int NextChapterRowNum { get; }
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public string[] NextChapterSplitted { get; }
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public string RouteName { get; }
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public bool ExistsBattle { get; }
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public bool IsEnableBattleSkip { get; }
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public int EnemyAiId { get; }
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public List<BattleSettingData> BattleSettingDatas { get; }
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public Vector2 MapIconPos { get; }
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public bool IsDisplayMapIcon { get; }
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public bool IsEnableDragMapBG { get; }
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public int ChapterButtonBgId { get; }
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public string ChapterEffectPath { get; }
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public bool IsReleasedAnotherEnding { get; }
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public bool IsPlayAnotherEndingAppearanceAnimation { get; }
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public int TutorialStep { get; }
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public bool IsAlreadyRead => ClearStatus == ChapterClearStatus.AlreadyRead;
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public bool IsCleared => ClearStatus == ChapterClearStatus.Cleared;
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public bool IsPlayedChapter
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{
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get
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{
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if (!IsAlreadyRead)
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{
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return IsCleared;
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}
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return true;
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}
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}
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public bool ExistsSubChapter => SubChapterDatas.Count > 0;
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public BattleSettingData FindBattleSettingDataByPlayerCharaId(int playerCharaId)
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{
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return BattleSettingDatas.Find((BattleSettingData x) => x.PlayerCharaId == playerCharaId);
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}
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private ChapterClearStatus GetClearStatusUsingSubChapter()
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{
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if (!ExistsSubChapter)
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{
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return ChapterClearStatus.Cleared;
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}
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int num = SubChapterDatas.Where((SubChapterData item) => item.ClearStatus == ChapterClearStatus.Cleared).Count();
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if (num == SubChapterDatas.Count())
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{
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return ChapterClearStatus.Cleared;
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}
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if (num == 0)
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{
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return ChapterClearStatus.NotCleared;
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}
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return ChapterClearStatus.AlreadyRead;
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}
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public StoryChapterData(JsonData data)
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{
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StoryId = data["story_id"].ToInt();
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SectionId = data["section_id"].ToInt();
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CharaId = data["chara_id"].ToInt();
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ChapterId = data["chapter_id"].ToString();
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NextChapterId = data["next_chapter_id"].ToString();
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SubChapterDatas = GetSubChapterDatas(data);
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ExistsSecondHalfStory = data["battle_exists"].ToBoolean();
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ExistsStoryMovie = data["show_subtitles"].ToInt() == 1;
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IsMaintenanceChapter = data["is_maintenance_chapter"].ToBoolean();
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IsReleased = data["is_released"].ToBoolean();
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IsLocked = data["is_lock"].ToBoolean();
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string text = data["unlock_text"].ToString();
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UnlockConditionText = (string.IsNullOrEmpty(text) ? null : text.Replace("\\n", "\n"));
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ClearStatus = GetChapterClearStatus(data);
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Rewards = GetRewards(data);
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string text2 = data["chapter_clear_text_id"].ToString();
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LastChapterClearTextId = (string.IsNullOrEmpty(text2) ? null : text2);
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ExistsBattle = data["battle_exists"].ToBoolean();
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IsEnableBattleSkip = data["battle_exists"].ToBoolean() && data["is_skip_enabled"].ToBoolean();
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EnemyAiId = data["enemy_ai_id"].ToInt();
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BattleSettingDatas = GetBattleSettingDatas(data, new BattleSettingBaseData(data));
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float x = float.Parse(data["x_coordinate"].ToString());
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float y = float.Parse(data["y_coordinate"].ToString());
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MapIconPos = new Vector2(x, y);
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IsDisplayMapIcon = data["show_coordinate"].ToInt() == 1;
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IsEnableDragMapBG = data["is_camera_ movable"].ToInt() == 1;
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ChapterButtonBgId = int.Parse(data["bg_file_name"].ToString());
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ChapterEffectPath = data["chapter_effect_path"].ToString();
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SelectionDisplayPosition = data.GetValueOrDefault("selection_display_position", "");
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SelectionTextId = data.GetValueOrDefault("selection_text_id", "");
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RequiredChapterId = data.GetValueOrDefault("required_chapter_id", "");
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ChapterRowNum = ((!string.IsNullOrEmpty(ChapterId)) ? UIUtil.ExtractStringNumber(ChapterId) : 0);
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RequiredChapterRowNum = ((!string.IsNullOrEmpty(RequiredChapterId)) ? UIUtil.ExtractStringNumber(RequiredChapterId) : 0);
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int[] array = (from s in NextChapterId.Split(' ')
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select UIUtil.ExtractStringNumber(s)).Distinct().ToArray();
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NextChapterRowNum = array[0];
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NextChapterSplitted = NextChapterId.Split(' ');
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RouteName = GetRouteName(SectionId, CharaId, ChapterId);
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IsReleasedAnotherEnding = data["is_released_another_end"].ToBoolean();
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IsPlayAnotherEndingAppearanceAnimation = data["is_play_another_end_appearance_animation"].ToBoolean();
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}
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public StoryChapterData(TutorialAreaSelect data)
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{
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int tutorial_step = Data.Load.data._userTutorial.tutorial_step;
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bool flag = tutorial_step == 100;
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SectionId = 0;
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CharaId = 500008;
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ChapterId = data.ChapterId;
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SubChapterDatas = new List<SubChapterData>();
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ExistsSecondHalfStory = false;
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ExistsStoryMovie = data.ExistsStoryMovie;
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IsMaintenanceChapter = false;
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IsReleased = tutorial_step >= data.TutorialStep;
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ClearStatus = ((tutorial_step > data.TutorialStep) ? ChapterClearStatus.Cleared : ChapterClearStatus.NotCleared);
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Rewards = new StoryReward[0];
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ExistsBattle = true;
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IsEnableBattleSkip = flag;
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BattleSettingDatas = new List<BattleSettingData>();
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MapIconPos = data.MapIconPos;
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IsDisplayMapIcon = true;
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IsEnableDragMapBG = true;
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ChapterButtonBgId = data.ChapterButtonBgId;
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ChapterEffectPath = string.Empty;
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TutorialStep = data.TutorialStep;
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}
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private static List<SubChapterData> GetSubChapterDatas(JsonData jsonData)
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{
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List<SubChapterData> list = new List<SubChapterData>();
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if (jsonData.TryGetValue("sub_chapters", out var value))
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{
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for (int i = 0; i < value.Count; i++)
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{
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list.Add(new SubChapterData(value[i]));
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}
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}
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return list;
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}
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private static StoryReward[] GetRewards(JsonData jsonData)
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{
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JsonData jsonData2 = jsonData["story_reward"];
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StoryReward[] array = new StoryReward[jsonData2.Count];
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for (int i = 0; i < array.Length; i++)
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{
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array[i] = new StoryReward(jsonData2[i]);
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}
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return array;
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}
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private static List<BattleSettingData> GetBattleSettingDatas(JsonData jsonData, BattleSettingBaseData baseData)
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{
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JsonData jsonData2 = jsonData["battle_settings"];
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List<BattleSettingData> list = new List<BattleSettingData>();
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for (int i = 0; i < jsonData2.Count; i++)
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{
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JsonData jsonData3 = jsonData2[i];
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if (jsonData3["deck_class_id"].ToInt() != 0)
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{
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list.Add(new BattleSettingData(jsonData3, baseData));
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}
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}
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return list;
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}
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private ChapterClearStatus GetChapterClearStatus(JsonData jsonData)
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{
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if (ExistsSubChapter)
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{
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return GetClearStatusUsingSubChapter();
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}
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if (jsonData["is_finish"].ToBoolean())
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{
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return ChapterClearStatus.Cleared;
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}
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if (jsonData["is_skipped"].ToBoolean())
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{
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return ChapterClearStatus.AlreadyRead;
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}
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return ChapterClearStatus.NotCleared;
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}
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private static string GetRouteName(int sectionId, int charaId, string chapterId)
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{
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string text = UIUtil.ExtractStringAlphabet(chapterId);
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if (string.IsNullOrEmpty(text))
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{
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return null;
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}
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string key = $"Route_{sectionId}_{charaId}_{text}";
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return Data.SystemText.Get(key);
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}
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}
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