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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SVSim.BattleEngine/Engine/Wizard/IFormatBehavior.cs
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74
SVSim.BattleEngine/Engine/Wizard/IFormatBehavior.cs
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using System;
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using System.Collections.Generic;
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using Wizard.DeckCardEdit;
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namespace Wizard;
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public interface IFormatBehavior
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{
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string Name { get; }
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string SmallIconSpriteName { get; }
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CardMaster.CardMasterId CardMasterId { get; }
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GenerateDeckCodeTask.SubmitDeckType DeckCodeType { get; }
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bool ExistsRestrictedCard { get; }
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List<int> SortedDeckUsableCardList { get; }
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int DeckCardNumMin { get; }
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int DeckCardNumMax { get; }
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int DeckSameKindCardNumMax { get; }
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int DeckSavableCardNumMax { get; }
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bool IsShowDeckName { get; }
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bool IsEmphasizeDeckCardShortage { get; }
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bool IsEmphasizeDeckCardOverage { get; }
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bool IsSavableLastSelectDeck { get; }
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bool IsShowFirstTipsAtDeckEdit { get; }
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bool IsShowAutoDeckCreateButtonAtDeckEdit { get; }
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bool IsCraftableCardAtDeckEdit { get; }
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UIManager.ViewScene DeckEditBackScene { get; }
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Action<CardBundleController> DeckSaveFunc { get; }
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bool UseSubClass { get; }
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List<CardSetName> AvailableCardSetNameList { get; }
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bool IsShowPrizeCardSetFilter { get; }
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bool IsShowPhantomCardSetFilter { get; }
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bool IsShowFormatFilter { get; }
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bool IsShowFavoriteFilter { get; }
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bool IsShowSpotCardFilter { get; }
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bool IsConventionMode { get; }
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bool CanShowQRCode { get; }
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bool IsEnableDeckShareButton(int cardNum, int cardNumMax);
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IDictionary<int, int> GetCardPool(bool isIncludingSpotCard);
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Dictionary<int, int> ClonePossessionCardDictionary(bool isIncludingSpotCard);
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int GetPossessionCardNum(int cardId, bool isIncludingSpotCard);
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int GetPossessionBaseCardNum(int baseCardId, bool isIncludingSpotCard);
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}
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