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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SVSim.BattleEngine/Engine/UISpriteData.cs
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84
SVSim.BattleEngine/Engine/UISpriteData.cs
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using System;
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[Serializable]
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public class UISpriteData
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{
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public string name = "Sprite";
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public int x;
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public int y;
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public int width;
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public int height;
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public int borderLeft;
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public int borderRight;
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public int borderTop;
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public int borderBottom;
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public int paddingLeft;
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public int paddingRight;
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public int paddingTop;
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public int paddingBottom;
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public bool hasBorder => (borderLeft | borderRight | borderTop | borderBottom) != 0;
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public bool hasPadding => (paddingLeft | paddingRight | paddingTop | paddingBottom) != 0;
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public void SetRect(int x, int y, int width, int height)
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{
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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}
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public void SetPadding(int left, int bottom, int right, int top)
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{
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paddingLeft = left;
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paddingBottom = bottom;
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paddingRight = right;
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paddingTop = top;
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}
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public void SetBorder(int left, int bottom, int right, int top)
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{
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borderLeft = left;
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borderBottom = bottom;
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borderRight = right;
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borderTop = top;
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}
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public void CopyFrom(UISpriteData sd)
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{
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name = sd.name;
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x = sd.x;
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y = sd.y;
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width = sd.width;
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height = sd.height;
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borderLeft = sd.borderLeft;
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borderRight = sd.borderRight;
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borderTop = sd.borderTop;
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borderBottom = sd.borderBottom;
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paddingLeft = sd.paddingLeft;
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paddingRight = sd.paddingRight;
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paddingTop = sd.paddingTop;
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paddingBottom = sd.paddingBottom;
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}
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public void CopyBorderFrom(UISpriteData sd)
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{
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borderLeft = sd.borderLeft;
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borderRight = sd.borderRight;
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borderTop = sd.borderTop;
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borderBottom = sd.borderBottom;
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}
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}
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