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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56
SVSim.BattleEngine/Engine/Wizard/AIBuffExecutingInfo_old.cs
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56
SVSim.BattleEngine/Engine/Wizard/AIBuffExecutingInfo_old.cs
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namespace Wizard;
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public class AIBuffExecutingInfo_old
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{
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public int AttackValue;
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public int LifeValue;
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public bool IsMultiplyAttack;
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public bool IsMultiplyLife;
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public bool IsEmpty()
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{
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if (AttackValue == 0 && LifeValue == 0 && !IsMultiplyAttack)
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{
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return !IsMultiplyLife;
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}
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return false;
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}
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public bool IsBuff()
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{
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bool flag = ((!IsMultiplyAttack) ? (AttackValue >= 0) : (AttackValue >= 1));
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bool flag2 = ((!IsMultiplyLife) ? (LifeValue >= 0) : (LifeValue >= 1));
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return flag && flag2;
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}
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public int GetExpectedAttackBuffValue(AIVirtualCard target)
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{
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return GetExpectedAttackBuffValue(target.Attack);
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}
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public int GetExpectedAttackBuffValue(int attack)
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{
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if (IsMultiplyAttack)
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{
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return attack * AttackValue - attack;
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}
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return AttackValue;
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}
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public int GetExpectedLifeBuffValue(AIVirtualCard target)
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{
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return GetExpectedLifeBuffValue(target.Life);
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}
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public int GetExpectedLifeBuffValue(int life)
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{
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if (IsMultiplyLife)
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{
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return life * LifeValue - life;
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}
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return LifeValue;
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}
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}
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