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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61
SVSim.BattleEngine/Engine/Wizard/PuzzleQuestInfo.cs
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61
SVSim.BattleEngine/Engine/Wizard/PuzzleQuestInfo.cs
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using System.Collections.Generic;
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using System.Linq;
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using LitJson;
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namespace Wizard;
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public class PuzzleQuestInfo
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{
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private Dictionary<string, string> _difficultyNameTable;
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public int CharaId { get; }
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public PuzzleQuestStatus Status { get; }
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public List<PuzzleQuestSelectDialog.DisplayData> DisplayDatas { get; }
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public PuzzleQuestInfo(JsonData data)
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{
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CharaId = data.GetValueOrDefault("puzzle_quest_chara_id", 0);
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if (data.TryGetValue("puzzle_quest", out var value))
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{
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bool valueOrDefault = data.GetValueOrDefault("is_display_puzzle_new", defaultValue: false);
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DisplayDatas = PuzzleQuestSelectDialog.CreateDisplayData(valueOrDefault, value);
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_difficultyNameTable = CreateDifficultyNameTable(data["puzzle_difficulty_name_list"]);
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}
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else
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{
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DisplayDatas = new List<PuzzleQuestSelectDialog.DisplayData>();
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}
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Status = GetStatus(DisplayDatas);
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}
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public string GetDifficultyName(int difficulty)
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{
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return _difficultyNameTable[$"{difficulty}"];
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}
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private static PuzzleQuestStatus GetStatus(List<PuzzleQuestSelectDialog.DisplayData> displayDatas)
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{
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if (displayDatas.Count <= 0)
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{
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return PuzzleQuestStatus.None;
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}
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if (!displayDatas.All((PuzzleQuestSelectDialog.DisplayData x) => x.IsCleared))
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{
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return PuzzleQuestStatus.InProgress;
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}
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return PuzzleQuestStatus.Cleared;
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}
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private static Dictionary<string, string> CreateDifficultyNameTable(JsonData data)
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{
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Dictionary<string, string> dictionary = new Dictionary<string, string>();
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foreach (string key2 in data.Keys)
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{
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string key = data[key2].ToString();
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dictionary[key] = key2;
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}
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return dictionary;
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}
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}
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