Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIEvalAttackRemoveUtility.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

147 lines
4.6 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public static class AIEvalAttackRemoveUtility
{
public static float EvalAttackRemove(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, List<AIScriptTokenBase> argList)
{
List<AIVirtualCard> list = (tagOwner.IsAlly ? field.EnemyInplayCards : field.AllyInplayCards);
if (list.Count <= 0)
{
return 0f;
}
List<AIVirtualCard> list2 = null;
List<AIVirtualCard> list3 = null;
for (int i = 0; i < list.Count; i++)
{
AIVirtualCard aIVirtualCard = list[i];
if (aIVirtualCard.IsUnit && !aIVirtualCard.IsCantUnderAnyAttack())
{
if (aIVirtualCard.IsGuard)
{
list2 = AIParamQuery.AddElementToList(aIVirtualCard, list2);
}
else
{
list3 = AIParamQuery.AddElementToList(aIVirtualCard, list3);
}
}
}
int num = list2?.Count ?? 0;
int num2 = list3?.Count ?? 0;
if (num + num2 <= 0)
{
return 0f;
}
int removeCount = (int)argList[0].Value;
AIScriptTokenArgType removeType = GetRemoveType(argList[1]);
List<AIVirtualCard> replacedTargetSideInplayCardList = new List<AIVirtualCard>(list);
return CalculateAttackRemoveValue(tagOwner, field, playPtn, removeCount, removeType, list2, list3, replacedTargetSideInplayCardList);
}
private static float CalculateAttackRemoveValue(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, int removeCount, AIScriptTokenArgType removeType, List<AIVirtualCard> guardList, List<AIVirtualCard> nonGuardList, List<AIVirtualCard> replacedTargetSideInplayCardList)
{
AIVirtualCard sourceCard = AIInstantAttackUtility.CreateDummyAttacker(field, tagOwner, 1, 1, 1, isEvalRush: true);
Dictionary<int, (float, bool)> dictionary = null;
if (removeCount > 1)
{
dictionary = new Dictionary<int, (float, bool)>();
}
float num = 0f;
for (int i = 0; i < removeCount; i++)
{
List<AIVirtualCard> list = ((guardList == null || guardList.Count <= 0) ? nonGuardList : guardList);
if (list == null)
{
break;
}
float num2 = float.MinValue;
AIVirtualCard aIVirtualCard = null;
bool flag = false;
for (int j = 0; j < list.Count; j++)
{
AIVirtualCard aIVirtualCard2 = list[j];
AIVirtualAttackInfo aIVirtualAttackInfo = new AIVirtualAttackInfo(sourceCard, aIVirtualCard2);
bool isRemoved = false;
if (!AIAttackSimulationUtility.IsAttackPossible(field, aIVirtualAttackInfo, replacedTargetSideInplayCardList))
{
continue;
}
float num3;
if (removeCount > 1 && dictionary.ContainsKey(aIVirtualCard2.CardIndex))
{
(num3, isRemoved) = dictionary[aIVirtualCard2.CardIndex];
}
else
{
num3 = CalculateSingleRemoveValue(aIVirtualAttackInfo, field, playPtn, removeType, ref isRemoved);
if (removeCount > 1)
{
dictionary.Add(aIVirtualCard2.CardIndex, (num3, isRemoved));
}
}
if (num3 > num2)
{
num2 = num3;
aIVirtualCard = aIVirtualCard2;
flag = isRemoved;
}
}
if (aIVirtualCard == null)
{
break;
}
num += num2;
if (flag)
{
list.Remove(aIVirtualCard);
replacedTargetSideInplayCardList.Remove(aIVirtualCard);
if (removeCount > 1)
{
dictionary.Remove(aIVirtualCard.CardIndex);
}
}
}
AIInstantAttackUtility.RemoveDummyCardFromField(field);
return num;
}
private static float CalculateSingleRemoveValue(AIVirtualAttackInfo situation, AIVirtualField field, List<int> playPtn, AIScriptTokenArgType removeType, ref bool isRemoved)
{
AIVirtualCard attackTarget = situation.AttackTarget;
isRemoved = true;
AIRemovalType removeType2;
switch (removeType)
{
case AIScriptTokenArgType.DESTROY:
removeType2 = AIRemovalType.Destroy;
isRemoved = !attackTarget.IsIndependent && !attackTarget.IsIndestructible;
break;
case AIScriptTokenArgType.BANISH:
removeType2 = AIRemovalType.Banish;
isRemoved = !attackTarget.IsIndependent && !attackTarget.IsUnbanishable;
break;
default:
AIConsoleUtility.LogError("AIEvalAttackRemoveUtility.CalculateSingleRemoveValue() error!! Not implemented removeType = " + removeType);
isRemoved = false;
return 0f;
}
if (isRemoved)
{
return AISimulationRemovalUtility.CalculateRemovalValue(attackTarget, field, playPtn, situation, removeType2, null);
}
return 0f;
}
private static AIScriptTokenArgType GetRemoveType(AIScriptTokenBase token)
{
if (token is AIScriptArgumentToken aIScriptArgumentToken)
{
return aIScriptArgumentToken.ArgumentType;
}
return AIScriptTokenArgType.NONE;
}
}