feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
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104
SVSim.BattleEngine/Engine/CardDataModel.cs
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104
SVSim.BattleEngine/Engine/CardDataModel.cs
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using System.Collections.Generic;
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public class CardDataModel
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{
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public int Index { get; set; }
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public int CardId { get; set; }
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public int RedrawCardPosition { get; set; }
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public bool isOpponent { get; set; }
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public NetworkBattleDefine.NetworkCardPlaceState fromState { get; set; }
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public List<NetworkBattleDefine.NetworkCardPlaceState> ToStateList { get; set; }
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public int skillCardIndex { get; set; }
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public int publishedActiveSkillCount { get; set; }
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public int skillMovementNum { get; set; }
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public bool IsAttachSkill { get; set; }
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public int skillAttachCardIndex { get; set; }
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public int skillAttachSkillIndex { get; set; }
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public List<int> skillKeyCardIdxList { get; set; }
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public List<int> SkillKeyCardIdList { get; set; }
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public int playCardCost { get; set; }
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public int? AddLife { get; set; }
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public int? SetLife { get; set; }
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public int? AddAtk { get; set; }
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public int? SetAtk { get; set; }
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public int Clan { get; set; }
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public string Tribe { get; set; }
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public bool IsOpen { get; set; }
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public int Spellboost { get; set; } = -1;
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public int? AddChantCount { get; set; }
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public int? SetChantCount { get; set; }
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public int UnionBurstCount { get; set; }
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public int SkyboundArtCount { get; set; }
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public int SkillIndex { get; set; }
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public string AttachTarget { get; private set; }
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public int RandomTargetIndex { get; set; } = -1;
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public List<int> FusionIngredientList { get; set; }
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public bool IsInvoked { get; set; }
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public bool IsGotUnapproved { get; set; }
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public int SkillCallCount { get; set; }
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public int SkillValueCount { get; set; }
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public int? SkillValueParameter { get; set; }
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public int activate { get; set; }
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public bool IsHighlander { get; set; }
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public CardDataModel()
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{
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Clan = -1;
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Tribe = "NONE";
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playCardCost = -1;
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publishedActiveSkillCount = -1;
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SkillCallCount = -1;
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SkillValueCount = -1;
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SkillValueParameter = null;
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activate = -1;
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SkillIndex = -1;
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IsHighlander = false;
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ToStateList = new List<NetworkBattleDefine.NetworkCardPlaceState>();
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skillKeyCardIdxList = new List<int>();
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SkillKeyCardIdList = new List<int>();
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UnionBurstCount = -1;
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SkyboundArtCount = -1;
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}
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public void SetAttachTarget(string attach)
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{
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AttachTarget = attach;
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}
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}
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