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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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class AIAttackableCountSimulationUtility : MonoBehaviour
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{
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public static void ExecuteChangeAttackableCountAll(List<AIVirtualCard> candidates, int attackableCount)
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{
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if (candidates == null || candidates.Count <= 0)
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{
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return;
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}
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for (int i = 0; i < candidates.Count; i++)
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{
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AIVirtualCard aIVirtualCard = candidates[i];
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if (!aIVirtualCard.IsIndependent && !aIVirtualCard.IsDead)
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{
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aIVirtualCard.GiveAttackableCount(attackableCount);
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}
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}
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}
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public static void ExecuteChangeAttackableCountTargetSelect(int attackableCount, AIScriptTokenArgType whichTarget, AISituationInfo situation)
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{
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if (situation != null)
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{
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AISelectedTargetInfo situationTarget = situation.GetSituationTarget(whichTarget);
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if (situationTarget != null && situationTarget.HasTarget)
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{
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ExecuteChangeAttackableCountAll(situationTarget.Targets, attackableCount);
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}
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}
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}
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}
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