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

116 lines
3.9 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Cute;
namespace Wizard;
public static class AIReanimateSimulationUtility
{
public static bool IsReanimate(AIVirtualCard tagOwner, int cost)
{
AIVirtualField selfField = tagOwner.SelfField;
return (tagOwner.IsAlly ? selfField.CardListSet.AllyDestroyedCards : selfField.CardListSet.EnemyDestroyedCards).Any((AIVirtualCard c) => c.IsUnit && c.Cost <= cost);
}
public static int GetReanimateTokenId(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, List<AIScriptTokenBase> filters, AIPolishConvertedExpression costExpression, AIScriptTokenArgType side, out bool isTokenAlly)
{
int num = (int)costExpression.EvalArg(tagOwner, playPtn, field, situation);
if (num < 0)
{
isTokenAlly = true;
return -1;
}
isTokenAlly = AISummonTokenUtility.GetIsTokenAlly(tagOwner, side);
return EvalReanimateTokenID(tagOwner, num, filters, isTokenAlly, playPtn, situation);
}
private static int EvalReanimateTokenID(AIVirtualCard tagOwner, int reanimateCost, List<AIScriptTokenBase> filters, bool isTokenAlly, List<int> playPtn, AISituationInfo situation)
{
if (reanimateCost == -1)
{
return -1;
}
int result = -1;
AIVirtualField selfField = tagOwner.SelfField;
List<AIVirtualCard> list = (isTokenAlly ? selfField.CardListSet.AllyDestroyedCards : selfField.CardListSet.EnemyDestroyedCards);
if (list.IsNotNullOrEmpty())
{
list = FilteringReanimateTargets(list, reanimateCost, tagOwner, filters, playPtn, situation);
if (list == null || list.Count <= 0)
{
return result;
}
Dictionary<int, int> dictionary = new Dictionary<int, int>();
for (int i = 0; i < list.Count; i++)
{
int baseId = list[i].BaseId;
if (dictionary.ContainsKey(baseId))
{
dictionary[baseId]++;
}
else
{
dictionary.Add(baseId, 1);
}
}
int maxDestroyedCount = dictionary.Max((KeyValuePair<int, int> pair) => pair.Value);
if (dictionary.Count((KeyValuePair<int, int> pair) => pair.Value == maxDestroyedCount) == 1)
{
result = dictionary.First((KeyValuePair<int, int> pair) => pair.Value == maxDestroyedCount).Key;
}
else
{
float num = float.MaxValue;
List<KeyValuePair<int, int>> maxDestroyedPair = dictionary.Where((KeyValuePair<int, int> pair) => pair.Value == maxDestroyedCount).ToList();
int i2;
for (i2 = 0; i2 < maxDestroyedPair.Count; i2++)
{
AIVirtualCard aIVirtualCard = list.First((AIVirtualCard c) => c.BaseId == maxDestroyedPair[i2].Key);
float num2 = AIEvalReanimateUtility.EvalReanimateTargetValue(aIVirtualCard, selfField, playPtn, situation);
num2 *= (isTokenAlly ? 1f : (-1f));
if (num2 < num)
{
result = aIVirtualCard.BaseId;
num = num2;
}
}
}
}
return result;
}
public static List<AIVirtualCard> FilteringReanimateTargets(List<AIVirtualCard> reanimateTargets, int reanimateCost, AIVirtualCard tagOwner, List<AIScriptTokenBase> filters, List<int> playPtn, AISituationInfo situation)
{
if (reanimateTargets == null)
{
return null;
}
int maxReanimateCost = -1;
List<AIVirtualCard> list = null;
for (int i = 0; i < reanimateTargets.Count; i++)
{
AIVirtualCard aIVirtualCard = reanimateTargets[i];
int cost = aIVirtualCard.Cost;
if (aIVirtualCard.IsUnit && cost <= reanimateCost && (filters == null || filters.Count < 0 || AIFilteringUtility.CheckMatchTargetFiltering(aIVirtualCard, reanimateTargets, filters, playPtn, tagOwner, situation)))
{
if (maxReanimateCost < cost)
{
maxReanimateCost = cost;
}
if (list == null)
{
list = new List<AIVirtualCard>();
}
list.Add(aIVirtualCard);
}
}
if (list == null)
{
return null;
}
list.RemoveAll((AIVirtualCard c) => c.Cost != maxReanimateCost);
return list;
}
}