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 class AIReverseDiscardSelectLogicArgument : AISelectLogicArgumentBase
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{
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public AIReverseDiscardSelectLogicArgument(List<string> args)
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: base(args)
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{
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}
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public override AIVirtualCard SelectSingleTarget(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, AISelectTargetPattern worstOrBest)
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{
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AIReverseEvaluateValueListOrder aIReverseEvaluateValueListOrder = new AIReverseEvaluateValueListOrder();
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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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float value = aIVirtualCard.GetHandBonus(playPtn, situation, isIgnoreInFusion: false) + aIVirtualCard.GetDiscardedBonus(playPtn, situation, isIgnroeInBattle: true);
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aIReverseEvaluateValueListOrder.AddData(value, aIVirtualCard);
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}
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return aIReverseEvaluateValueListOrder.GetFirst();
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}
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public override List<AIVirtualCard> SelectMultipleSelectedTargets(List<AIVirtualCard> candidates, int selectCount, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, AISelectTargetPattern worstOrBest)
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{
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AIConsoleUtility.Log("REVERSE_DISCARD_LOGIC は複数選択に未対応です");
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return null;
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}
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private bool IsWellTarget(float maxHandBonus, float currentHandBonus, AISelectTargetPattern worstOrBest)
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{
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return worstOrBest switch
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{
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AISelectTargetPattern.Best => maxHandBonus < currentHandBonus,
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AISelectTargetPattern.Worst => maxHandBonus > currentHandBonus,
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_ => false,
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};
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}
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}
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