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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115
SVSim.BattleEngine/Engine/Wizard/AISummonedCardContainer.cs
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115
SVSim.BattleEngine/Engine/Wizard/AISummonedCardContainer.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AISummonedCardContainer
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{
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private class SummonedCardListSet
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{
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public List<AIVirtualCard> TurnSummonedCards { get; private set; }
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public List<AIVirtualCard> GameSummonedCards { get; private set; }
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public SummonedCardListSet()
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{
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TurnSummonedCards = new List<AIVirtualCard>();
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GameSummonedCards = new List<AIVirtualCard>();
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}
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private SummonedCardListSet(SummonedCardListSet clone)
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{
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TurnSummonedCards = new List<AIVirtualCard>(clone.TurnSummonedCards);
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GameSummonedCards = new List<AIVirtualCard>(clone.GameSummonedCards);
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}
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public SummonedCardListSet Clone()
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{
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return new SummonedCardListSet(this);
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}
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public void AddSummonedCard(AIVirtualCard card)
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{
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AddTurnSummonedCard(card);
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AddGameSummonedCard(card);
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}
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public void AddTurnSummonedCard(AIVirtualCard card)
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{
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TurnSummonedCards.Add(card);
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}
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private void AddGameSummonedCard(AIVirtualCard card)
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{
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GameSummonedCards.Add(card);
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}
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public void LoadListSet(AIVirtualField field, BattlePlayerBase player)
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{
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BattleManagerBase ins = BattleManagerBase.GetIns();
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int currentTurn = ins.CurrentTurn;
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bool isSelfTurn = ins.BattlePlayer.IsSelfTurn;
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for (int i = 0; i < player.GameSummonCards.Count; i++)
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{
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BattlePlayerBase.TurnAndCard turnAndCard = player.GameSummonCards[i];
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SummonedVirtualCard card = new SummonedVirtualCard(turnAndCard.Card as BattleCardBase, field);
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AddGameSummonedCard(card);
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if (turnAndCard.Turn == currentTurn && turnAndCard.IsSelfTurn == isSelfTurn)
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{
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AddTurnSummonedCard(card);
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}
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}
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}
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}
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private SummonedCardListSet _allySummonedListSet = new SummonedCardListSet();
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private SummonedCardListSet _enemySummonedListSet = new SummonedCardListSet();
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public int AllyTurnSummonedListCount => _allySummonedListSet.TurnSummonedCards.Count;
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public AISummonedCardContainer()
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{
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}
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private AISummonedCardContainer(AISummonedCardContainer clone)
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{
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_allySummonedListSet = clone._allySummonedListSet.Clone();
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_enemySummonedListSet = clone._enemySummonedListSet.Clone();
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}
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public AISummonedCardContainer Clone()
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{
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return new AISummonedCardContainer(this);
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}
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public void LoadSummonedCardList(AIVirtualField field, BattlePlayerBase ally, BattlePlayerBase enemy)
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{
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_allySummonedListSet.LoadListSet(field, ally);
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_enemySummonedListSet.LoadListSet(field, enemy);
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}
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public List<AIVirtualCard> GetSummonedList(bool isAlly, bool isTurnList)
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{
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SummonedCardListSet summonedCardListSet = (isAlly ? _allySummonedListSet : _enemySummonedListSet);
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if (!isTurnList)
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{
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return summonedCardListSet.GameSummonedCards;
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}
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return summonedCardListSet.TurnSummonedCards;
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}
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public void AddSummonedCard(AIVirtualCard card)
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{
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(card.IsAlly ? _allySummonedListSet : _enemySummonedListSet).AddSummonedCard(card);
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}
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public void RollBackSummonedCard(int beforeTurnSummonedCount)
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{
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int num = _allySummonedListSet.TurnSummonedCards.Count - beforeTurnSummonedCount;
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if (0 < num)
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{
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_allySummonedListSet.TurnSummonedCards.RemoveRange(beforeTurnSummonedCount, num);
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_allySummonedListSet.GameSummonedCards.RemoveRange(beforeTurnSummonedCount, num);
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}
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}
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}
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