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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132
SVSim.BattleEngine/Engine/Wizard/ClassCharacterMasterData.cs
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132
SVSim.BattleEngine/Engine/Wizard/ClassCharacterMasterData.cs
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using System;
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using UnityEngine;
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namespace Wizard;
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public class ClassCharacterMasterData
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{
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public const int ARISA_CHARA_ID = 1;
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public const int ERIKA_CHARA_ID = 2;
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public const int ISABELLE_CHARA_ID = 3;
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public const int ROWEN_CHARA_ID = 4;
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public const int LUNA_CHARA_ID = 5;
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public const int URIAS_CHARA_ID = 6;
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public const int ERIS_CHARA_ID = 7;
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public const int YUWAN_CHARA_ID = 8;
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public const int UTSUROI_ERIKA_CHARA_ID = 500002;
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public const int LOSARIA_CHARA_ID = 500008;
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public const int UTSUROI_1_CHARA_ID = 500010;
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private int index;
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private const int NEED_COLUMN_LENGTH = 20;
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public int chara_id { get; private set; }
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public string chara_name { get; private set; }
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public string path { get; private set; }
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public CardBasePrm.ClanType clan { get; private set; }
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public int class_id { get; private set; }
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public string _className { get; private set; }
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public bool is_usable { get; private set; }
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public int skin_id { get; private set; }
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public CardBasePrm.ClanType ClassColorId { get; private set; }
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public bool hide_class_name { get; private set; }
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public int battle_skin_reverse { get; private set; }
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public Vector2 StillPosition { get; private set; }
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public float StillScale { get; private set; }
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public bool IsAcquired { get; private set; }
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public bool IsNew { get; private set; }
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public bool IsHighRank { get; private set; }
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public bool Is3d { get; private set; }
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public bool IsEvolveSkin { get; private set; }
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public bool IsNoEvolveShift { get; private set; }
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public bool IsOpponentReverse { get; private set; }
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public int EvolutionDelayFrame { get; private set; }
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public ClassCharacterMasterData(string[] columns)
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{
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if (columns.Length < 20)
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{
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string text = "Given a bad argument. length : " + columns.Length + " ";
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for (int i = 0; i < columns.Length; i++)
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{
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text = text + columns[i] + " ";
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}
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LocalLog.AccumulateTraceLog(text);
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}
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chara_id = int.Parse(columns[index++]);
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chara_name = ConvClassCharaName(columns[index++]);
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index++;
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path = columns[index++];
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clan = CardBasePrm.ToStrClanType(columns[index++]);
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class_id = (int)clan;
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_className = GameMgr.GetIns().GetDataMgr().GetClanNameByKey(class_id);
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index++;
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is_usable = Convert.ToBoolean(int.Parse(columns[index++]));
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skin_id = int.Parse(columns[index++]);
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int num = int.Parse(columns[index++]);
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ClassColorId = (CardBasePrm.ClanType)((num == 0) ? class_id : num);
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hide_class_name = Convert.ToBoolean(int.Parse(columns[index++]));
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battle_skin_reverse = int.Parse(columns[index++]);
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StillPosition = new Vector2(float.Parse(columns[index++]), float.Parse(columns[index++]));
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StillScale = float.Parse(columns[index++]);
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IsHighRank = int.Parse(columns[index++]) == 1;
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Is3d = int.Parse(columns[index++]) == 1;
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IsNoEvolveShift = int.Parse(columns[index++]) == 1;
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IsOpponentReverse = int.Parse(columns[index++]) == 1;
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EvolutionDelayFrame = int.Parse(columns[index++]);
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if (columns.Length >= 20)
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{
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IsEvolveSkin = int.Parse(columns[index++]) == 1;
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}
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}
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private string ConvClassCharaName(string id)
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{
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return Data.Master.GetClassCharaText(id);
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}
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public void Acquired()
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{
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if (!IsAcquired)
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{
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IsAcquired = true;
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IsNew = true;
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}
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}
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public void UnsetNew()
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{
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IsNew = false;
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}
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}
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