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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35
SVSim.BattleEngine/Engine/Wizard/AIHealCountUtility.cs
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35
SVSim.BattleEngine/Engine/Wizard/AIHealCountUtility.cs
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using System.Collections.Generic;
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namespace Wizard;
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public static class AIHealCountUtility
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{
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public static int GetHealCount(AIVirtualCard owner, AIVirtualField field, AISituationInfo situation, List<int> playPtn, List<AIScriptTokenBase> argList)
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{
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if (argList.Count < 2)
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{
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return 0;
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}
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AIScriptTokenArgType argumentType = ((AIScriptArgumentToken)argList[0]).ArgumentType;
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AIScriptTokenArgType durationType;
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AIScriptTokenArgType aIScriptTokenArgType;
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if (argumentType == AIScriptTokenArgType.TURN || argumentType == AIScriptTokenArgType.GAME)
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{
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durationType = argumentType;
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aIScriptTokenArgType = AIScriptTokenArgType.NONE;
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argList.RemoveAt(0);
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}
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else
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{
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aIScriptTokenArgType = argumentType;
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durationType = ((AIScriptArgumentToken)argList[1]).ArgumentType;
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argList.RemoveRange(0, 2);
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}
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argList.Reverse();
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if (aIScriptTokenArgType == AIScriptTokenArgType.NONE)
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{
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return AIHealSimulationUtility.GetSelfTurnHealCountAll(owner, field, argList, playPtn, situation, durationType);
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}
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return AIHealSimulationUtility.GetSelfTurnHealCountAtCountType(owner, field, argList, playPtn, situation, durationType, aIScriptTokenArgType);
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}
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}
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