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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130
SVSim.BattleEngine/Engine/Wizard/QuestSelectionButtonData.cs
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130
SVSim.BattleEngine/Engine/Wizard/QuestSelectionButtonData.cs
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namespace Wizard;
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public class QuestSelectionButtonData
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{
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public enum SortPriority
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{
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START_OFFSET,
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CLEAR_PUZZLE,
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CLEAR_SECRET_BOSS,
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CLEAR_BOSS_RUSH,
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CLEAR_EVENT_STORY,
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QUEST,
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PUZZLE,
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EVENT_STORY,
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SECRET_BOSS,
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BOSS_RUSH
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}
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public enum PlateType
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{
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QUEST,
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PUZZLE,
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EVENT_STORY,
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BOSS_RUSH,
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SECRET_BOSS
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}
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private const int PRIORITY_RATE = 1000;
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private int _sortIndex;
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public QuestOpponentData QuestData { get; }
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public PuzzleQuestInfo PuzzleData { get; }
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public BossRushInfo BossRushData { get; }
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public EventStoryQuestInfo EventStoryData { get; }
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public SecretBossInfo SecretBossData { get; }
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public PlateType GetPlateType()
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{
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if (PuzzleData != null)
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{
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return PlateType.PUZZLE;
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}
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if (BossRushData != null)
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{
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return PlateType.BOSS_RUSH;
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}
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if (EventStoryData != null)
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{
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return PlateType.EVENT_STORY;
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}
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if (SecretBossData != null)
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{
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return PlateType.SECRET_BOSS;
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}
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return PlateType.QUEST;
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}
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public QuestSelectionButtonData(QuestOpponentData quest, int index)
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{
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QuestData = quest;
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_sortIndex = index;
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}
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public QuestSelectionButtonData(PuzzleQuestInfo puzzle)
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{
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PuzzleData = puzzle;
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}
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public QuestSelectionButtonData(BossRushInfo data)
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{
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BossRushData = data;
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}
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public QuestSelectionButtonData(EventStoryQuestInfo data)
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{
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EventStoryData = data;
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}
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public QuestSelectionButtonData(SecretBossInfo data)
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{
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SecretBossData = data;
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}
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private SortPriority GetPriority()
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{
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if (BossRushData != null)
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{
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if (!BossRushData.IsAllChallengeFinished)
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{
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return SortPriority.BOSS_RUSH;
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}
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return SortPriority.CLEAR_BOSS_RUSH;
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}
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if (PuzzleData != null)
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{
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if (PuzzleData.Status != PuzzleQuestStatus.Cleared)
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{
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return SortPriority.PUZZLE;
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}
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return SortPriority.CLEAR_PUZZLE;
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}
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if (EventStoryData != null)
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{
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if (!EventStoryData.IsAllFinish)
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{
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return SortPriority.EVENT_STORY;
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}
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return SortPriority.CLEAR_EVENT_STORY;
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}
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if (SecretBossData != null)
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{
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if (!SecretBossData.IsCleared)
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{
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return SortPriority.SECRET_BOSS;
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}
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return SortPriority.CLEAR_SECRET_BOSS;
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}
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return SortPriority.QUEST;
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}
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public int SortValue()
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{
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return (int)GetPriority() * 1000 + _sortIndex;
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}
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}
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