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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37
SVSim.BattleEngine/Engine/Wizard/AIVirtualActionInfo.cs
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37
SVSim.BattleEngine/Engine/Wizard/AIVirtualActionInfo.cs
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namespace Wizard;
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public abstract class AIVirtualActionInfo : AISituationInfo
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{
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public bool IsAlreadyUsed { get; set; }
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public AIVirtualActionInfo PremiseAction { get; private set; }
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public PlaySimulationType ReservedPlayType { get; set; }
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public AIVirtualActionInfo(AIVirtualCard sourceCard, AIOperationType type, AISelectedTargetInfoSet targetSet, AIVirtualActionInfo premise = null)
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: base(sourceCard, type, targetSet)
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{
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IsAlreadyUsed = false;
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PremiseAction = ((premise == null) ? this : premise);
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ReservedPlayType = PlaySimulationType.Undefined;
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}
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public virtual ulong GetHash()
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{
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if (IsAlreadyUsed)
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{
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return 0uL;
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}
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ulong num = 0uL;
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num += base.Actor.GetHash() * 6343;
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if (base.ActionTarget != null)
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{
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num += base.ActionTarget.GetHash() * 211;
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}
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if (PremiseAction != this)
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{
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num += PremiseAction.GetHash() * 735173;
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}
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return num;
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}
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}
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