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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114
SVSim.BattleEngine/Engine/QuestFinishDetail.cs
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114
SVSim.BattleEngine/Engine/QuestFinishDetail.cs
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using System.Collections.Generic;
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using LitJson;
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using Wizard;
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public class QuestFinishDetail
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{
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public enum WinBonusStatus
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{
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NotAchieved,
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NowAchieved,
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AlreadyAchieved
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}
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public class MissionClearInfo
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{
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public string MissionText { get; private set; }
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public int MissionPoint { get; private set; }
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public MissionClearInfo(string missionText, int missionPoint)
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{
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MissionText = missionText;
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MissionPoint = missionPoint;
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}
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}
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public JsonData _responseData;
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public int get_class_chara_experience;
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public int class_chara_experience;
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public int class_chara_level;
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public int CurrentPoint { get; set; }
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public int AddPoint { get; set; }
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public int ClassBonusPoint { get; set; }
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public int FormatBonusPoint { get; set; }
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public List<int> NecessaryPointList { get; set; }
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public List<MissionClearInfo> CommonMissionClearInfoList { get; set; }
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public List<MissionClearInfo> CharacterMissionClearInfoList { get; set; }
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public int WinBonusPoint { get; set; }
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public int WinCount { get; set; }
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public int WinCountForWinBonusPoint { get; set; }
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public bool IsSpecialResult { get; set; }
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public bool IsSpecialEffect { get; set; }
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public int CurrentLife { get; set; }
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public int MaxLife { get; set; }
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public bool IsEnableBossRushShortestTurn { get; set; }
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public int BossRushShortestTurn { get; set; }
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public int BossRushTotalTurn { get; set; }
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public bool IsBossRushNewRecord { get; set; }
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public WinBonusStatus WinBonusPointStatus { get; set; }
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public List<UserMission> achieved_mission_list => AchievedInfo._missions;
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public List<UserAchievement> achieved_achievement_list => AchievedInfo._achievements;
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public List<ReceivedReward> Rewards => AchievedInfo._rewards;
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public AchievedInfo AchievedInfo { get; private set; }
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public PuzzleQuestInfo PuzzleQuestInfo { get; set; }
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public MyPageHomeDialogData HomeDialogData { get; set; }
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public QuestFinishDetail()
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{
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AchievedInfo = new AchievedInfo();
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}
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public int GetTotalCommonMissionClearPoint()
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{
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int num = 0;
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for (int i = 0; i < CommonMissionClearInfoList.Count; i++)
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{
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num += CommonMissionClearInfoList[i].MissionPoint;
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}
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return num;
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}
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public int GetTotalCharacterMissionClearPoint()
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{
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int num = 0;
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for (int i = 0; i < CharacterMissionClearInfoList.Count; i++)
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{
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num += CharacterMissionClearInfoList[i].MissionPoint;
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}
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return num;
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}
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public int GetTotalBonusPoint()
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{
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return ClassBonusPoint + FormatBonusPoint;
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}
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}
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