feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
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SVSim.BattleEngine/Engine/SpellSkillCollection.cs
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26
SVSim.BattleEngine/Engine/SpellSkillCollection.cs
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using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SpellSkillCollection : SkillCollectionBase
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{
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public SpellSkillCollection(BattleCardBase ownerCard)
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: base(ownerCard)
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{
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}
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public override VfxWith<SkillProcessor.ProcessInfo> CreateWhenPlayInfo(BattleCardBase playCard, SkillProcessor skillProcessor, BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option)
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{
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SkillProcessor.ProcessInfo value = CreateProcessInfo((SkillBase s) => s.OnWhenPlayStart, skillProcessor, playerInfoPair, option);
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return new VfxWith<SkillProcessor.ProcessInfo>(NullVfx.GetInstance(), value);
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}
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public override bool CheckWhenPlayCondition(BattlePlayerReadOnlyInfoPair playerInfoPair, bool isPrePlay)
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{
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List<SkillBase> list = _skillList.Where((SkillBase s) => s.IsWhenPlaySkill).ToList();
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SkillBase item = list.First((SkillBase s) => s is Skill_spell_charge);
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list.Remove(item);
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return list.Any((SkillBase s) => s.CheckCondition(playerInfoPair, new SkillConditionCheckerOption(), isPrePlay));
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}
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}
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