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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41
SVSim.BattleEngine/Engine/Wizard/AIClashHeal.cs
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41
SVSim.BattleEngine/Engine/Wizard/AIClashHeal.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIClashHeal : AIFiltersAndSelectTypeArgument
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{
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private readonly int HEAL_ARG_OFFSET = 1;
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private AIPolishConvertedExpression _healArg;
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protected override int SELECT_TYPE_OFFSET => 2;
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public AIClashHeal(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.InitExpressions(text);
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_healArg = _exprList[_exprList.Count - HEAL_ARG_OFFSET];
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}
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public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
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{
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List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation);
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if (targetsFromField != null && targetsFromField.Count > 0)
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{
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int heal = (int)_healArg.EvalArg(tagOwner, playPtn, field, situation);
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if (base.SelectType == AIScriptTokenArgType.ALL_SELECT)
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{
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AISkillSimulationUtility.HealAll(targetsFromField, field, heal, playPtn, situation);
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}
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}
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}
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public override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.Filters, playPtn, situation, isAttackEffective: false, isBlockDead);
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}
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}
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