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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namespace Wizard;
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public static class AIGetPreprocessInformationUtility
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{
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public static int GetEarthRiteCount(AIVirtualCard owner, AISituationInfo situation)
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{
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if (situation == null)
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{
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return 0;
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}
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if (situation.PreprocessRecorder == null || !situation.PreprocessRecorder.HasRecord)
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{
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return 0;
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}
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int num = 0;
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for (int i = 0; i < situation.PreprocessRecorder.RecordList.Count; i++)
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{
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AISinglePreprocessRecord aISinglePreprocessRecord = situation.PreprocessRecorder.RecordList[i];
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if (aISinglePreprocessRecord.RealActor.IsSameCard(owner) || aISinglePreprocessRecord.OriginalCard.IsSameCard(owner))
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{
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num += aISinglePreprocessRecord.EarthRiteCount;
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}
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}
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return num;
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}
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public static int GetNecromanceCount(AIVirtualCard owner, AISituationInfo situation)
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{
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if (situation == null)
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{
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return 0;
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}
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if (situation.PreprocessRecorder == null || !situation.PreprocessRecorder.HasRecord)
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{
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return 0;
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}
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int num = 0;
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for (int i = 0; i < situation.PreprocessRecorder.RecordList.Count; i++)
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{
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AISinglePreprocessRecord aISinglePreprocessRecord = situation.PreprocessRecorder.RecordList[i];
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if (aISinglePreprocessRecord.RealActor.IsSameCard(owner) || aISinglePreprocessRecord.OriginalCard.IsSameCard(owner))
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{
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num += aISinglePreprocessRecord.NecromanceCount;
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}
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}
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return num;
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}
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}
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