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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58
SVSim.BattleEngine/Engine/Wizard/AICardDataAsset.cs
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58
SVSim.BattleEngine/Engine/Wizard/AICardDataAsset.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AICardDataAsset
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{
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public List<AIPlayTagAsset> TagList;
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public int CardID { get; private set; }
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public int CardNum { get; private set; }
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public bool UseCommon { get; private set; }
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public string CardName { get; private set; }
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public string BattleBonus { get; private set; }
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public string PlayBonus { get; private set; }
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public string Priority { get; private set; }
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public AICardDataAsset(string[] columns)
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{
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int num = 0;
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CardID = AIScriptParser.ParseInt(columns[num++]);
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if (columns[num++] == "〇")
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{
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UseCommon = true;
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}
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else
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{
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UseCommon = false;
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}
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CardName = columns[num++];
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CardNum = AIScriptParser.ParseInt(columns[num++]);
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BattleBonus = columns[num++];
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PlayBonus = columns[num++];
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Priority = columns[num++];
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TagList = new List<AIPlayTagAsset>();
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int num2 = (columns.Length - num - 1) / 3;
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for (int i = 0; i < num2; i++)
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{
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AIPlayTagAsset item = new AIPlayTagAsset
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{
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Type = columns[num++],
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Arg = columns[num++],
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Condition = columns[num++]
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};
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TagList.Add(item);
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}
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}
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public bool IsSameCard(AICardDataAsset data)
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{
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return CardID == data.CardID;
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}
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}
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