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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namespace Wizard;
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public static class AIRemoveSkillSimulationUtility
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{
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public static void RemoveSkillAll(List<AIVirtualCard> candidates, AISituationInfo situation)
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{
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for (int i = 0; i < candidates.Count; i++)
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{
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candidates[i].RemoveAllSkills(situation);
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}
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}
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public static void RemoveSkillTargetSelect(AIScriptTokenArgType whichTarget, AISituationInfo situation)
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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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RemoveSkillAll(situationTarget.Targets, situation);
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}
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}
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public static void RemoveSkillRandom(List<AIVirtualCard> candidates, AISituationInfo situation)
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{
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SelectRemoveSkillTarget(candidates, AISelectTargetPattern.Worst)?.RemoveAllSkills(situation);
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}
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private static AIVirtualCard SelectRemoveSkillTarget(List<AIVirtualCard> candidates, AISelectTargetPattern worstOrBest)
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{
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if (candidates == null || candidates.Count <= 0)
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{
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return null;
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}
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float posiOrNega = ((worstOrBest == AISelectTargetPattern.Best) ? 1f : (-1f));
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float num = 0f;
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AIVirtualCard aIVirtualCard = null;
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for (int i = 0; i < candidates.Count; i++)
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{
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AIVirtualCard aIVirtualCard2 = candidates[i];
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if (aIVirtualCard == null)
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{
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num = CalcValue(aIVirtualCard2);
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aIVirtualCard = aIVirtualCard2;
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continue;
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}
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float num2 = CalcValue(aIVirtualCard2);
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if (num2 > num)
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{
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num = num2;
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aIVirtualCard = aIVirtualCard2;
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}
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}
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return aIVirtualCard;
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float CalcValue(AIVirtualCard card)
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{
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return (card.Value - (float)card.Attack - (float)card.Life) * posiOrNega;
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}
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}
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}
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