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/Emotion.cs
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58
SVSim.BattleEngine/Engine/Wizard/Emotion.cs
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namespace Wizard;
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public class Emotion
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{
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public readonly int emotion_id;
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public readonly ClassCharaPrm.FaceType face_id;
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public readonly ClassCharaPrm.MotionType motion_id;
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private readonly string voice_id;
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private readonly string evolved_voice_id;
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private readonly string text;
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private readonly string evolved_text;
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public Emotion(string[] columns)
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{
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emotion_id = int.Parse(columns[0]);
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face_id = (string.IsNullOrEmpty(columns[1]) ? ClassCharaPrm.FaceType.skin_01 : ((ClassCharaPrm.FaceType)int.Parse(columns[1])));
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motion_id = (string.IsNullOrEmpty(columns[2]) ? ClassCharaPrm.MotionType.idle : ((ClassCharaPrm.MotionType)int.Parse(columns[2])));
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string[] array = columns[3].Split(':');
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voice_id = array[0];
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evolved_voice_id = ((array.Length > 1) ? array[1] : array[0]);
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string[] array2 = columns[4].Split(':');
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text = ConvEmoteMasterText(array2[0]);
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evolved_text = ((array2.Length > 1) ? ConvEmoteMasterText(array2[1]) : ConvEmoteMasterText(array2[0]));
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}
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private string ConvEmoteMasterText(string id)
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{
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if (string.IsNullOrEmpty(id))
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{
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return "";
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}
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return Data.Master.GetEmoteWordText(id);
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}
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public string GetVoiceId(bool isEvolved = false)
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{
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if (!isEvolved)
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{
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return voice_id;
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}
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return evolved_voice_id;
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}
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public string GetText(bool isEvolved = false)
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{
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if (!isEvolved)
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{
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return text;
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}
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return evolved_text;
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}
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}
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