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

192 lines
3.9 KiB
C#

using System.Collections.Generic;
using System.Linq;
namespace Wizard;
public class AIEmoteQuery
{
public enum Category
{
Awake = 401 }
private EnemyAI enemyAI;
private bool _isActivate = true;
private AIEmoteSet _curEmoteSet;
private bool _emotePermission;
private bool _useInnerEmote;
private Queue<int> _previousEmoteQueue;
private Queue<int> _previousPlayerEmoteQueue;
private Dictionary<int, int> _categoryIntervalDic;
public bool UseInnerEmote => _useInnerEmote;
public AIEmoteQuery(EnemyAI ai)
{
enemyAI = ai;
_emotePermission = true;
_useInnerEmote = false;
_previousEmoteQueue = new Queue<int>(3);
_previousPlayerEmoteQueue = new Queue<int>(3);
_categoryIntervalDic = new Dictionary<int, int>();
}
public void SetOnOffEmote(bool isActivate, bool useInnerEmote)
{
_isActivate = isActivate;
_useInnerEmote = useInnerEmote;
}
public void SetEmoteSet(AIEmoteSet emoteSet)
{
_curEmoteSet = emoteSet;
}
public void UpdateCategoryInterval()
{
foreach (int item in new List<int>(_categoryIntervalDic.Keys))
{
int num = _categoryIntervalDic[item];
if (num > 0)
{
_categoryIntervalDic[item] = num - 1;
}
}
}
public void SetInterval(int emoteKey, int turnCount)
{
if (_categoryIntervalDic.ContainsKey(emoteKey))
{
_categoryIntervalDic[emoteKey] = turnCount;
}
else
{
_categoryIntervalDic.Add(emoteKey, turnCount);
}
}
public int GetCategoryInterval(int emoteKey)
{
if (!_categoryIntervalDic.ContainsKey(emoteKey))
{
return 0;
}
return _categoryIntervalDic[emoteKey];
}
public AIEmoteCmd SearchEmoteAtRandom(int emoteKey, bool isAlly = true)
{
if (!_isActivate)
{
return null;
}
if (_curEmoteSet == null)
{
return null;
}
if (!_curEmoteSet.EmoteCmds.Any((AIEmoteCmd c) => c.CategoryKey == emoteKey))
{
return null;
}
if (!_emotePermission)
{
return null;
}
if (!_useInnerEmote && emoteKey <= 1000)
{
return null;
}
AIEmoteCmd aIEmoteCmd = null;
IList<AIEmoteCmd> list = FilterEmoteByPreviousPlayed(_curEmoteSet.EmoteCmds.Where((AIEmoteCmd c) => c.CategoryKey == emoteKey), isAlly);
int count = list.Count;
if (count <= 0)
{
return null;
}
if (count > 1)
{
int index = enemyAI.AIStableRandom() % count;
aIEmoteCmd = list[index];
}
else
{
aIEmoteCmd = list[0];
}
if (aIEmoteCmd != null)
{
Queue<int> queue = (isAlly ? _previousEmoteQueue : _previousPlayerEmoteQueue);
if (queue.Count == 3)
{
queue.Dequeue();
}
queue.Enqueue(aIEmoteCmd.ID);
aIEmoteCmd.isAI = isAlly;
}
return aIEmoteCmd;
}
public AIEmoteCmd SearchEmoteByID(int emoteID)
{
if (_curEmoteSet == null)
{
return null;
}
if (!_curEmoteSet.EmoteCmds.Any((AIEmoteCmd c) => c.ID == emoteID))
{
return null;
}
return _curEmoteSet.EmoteCmds.First((AIEmoteCmd c) => c.ID == emoteID);
}
public IEnumerable<AIEmoteCmd> SearchEmoteByCategory(int emoteCategory)
{
if (_curEmoteSet == null)
{
return null;
}
if (!_curEmoteSet.EmoteCmds.Any((AIEmoteCmd c) => c.CategoryKey == emoteCategory))
{
return null;
}
return _curEmoteSet.EmoteCmds.Where((AIEmoteCmd c) => c.CategoryKey == emoteCategory);
}
public void OnOperation()
{
_emotePermission = true;
}
public void OnCardPlayEmotion()
{
_emotePermission = false;
}
private IList<AIEmoteCmd> FilterEmoteByPreviousPlayed(IEnumerable<AIEmoteCmd> emoteCmds, bool isAlly)
{
IList<AIEmoteCmd> list = new List<AIEmoteCmd>();
Queue<int> queue = (isAlly ? _previousEmoteQueue : _previousPlayerEmoteQueue);
foreach (AIEmoteCmd emoteCmd in emoteCmds)
{
if (queue.Contains(emoteCmd.ID))
{
if (enemyAI.AIStableRandom() % 4 == 0)
{
list.Add(emoteCmd);
}
}
else
{
list.Add(emoteCmd);
}
}
return list;
}
}