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 UnityEngine;
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namespace Wizard;
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public class ArenaCommonLobbyBattleStateObject : MonoBehaviour
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{
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public enum eState
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{
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None,
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Won,
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Lost,
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Next,
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Max
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}
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[SerializeField]
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private GameObject _nextBattleMark;
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[SerializeField]
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private UILabel _winLabel;
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[SerializeField]
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private UILabel _loseLabel;
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[SerializeField]
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private UISprite _stateIcon;
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[SerializeField]
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private UILabel _titleLabel;
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private readonly string[] STATE_ICON_SPRITE_NAME_TABLE = new string[4] { "orb_empty", "orb_win", "orb_lose", "orb_empty" };
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private readonly int[] STATE_ICON_SPRITE_SIZE_TABLE = new int[4] { 25, 70, 70, 70 };
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public eState State { get; private set; }
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public bool IsWon => State == eState.Won;
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public bool IsLost => State == eState.Lost;
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public void ChangeState(eState state)
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{
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State = state;
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_nextBattleMark.SetActive(state == eState.Next);
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_winLabel.gameObject.SetActive(state == eState.Won);
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_loseLabel.gameObject.SetActive(state == eState.Lost);
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_stateIcon.spriteName = STATE_ICON_SPRITE_NAME_TABLE[(int)state];
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UISprite stateIcon = _stateIcon;
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int width = (_stateIcon.height = STATE_ICON_SPRITE_SIZE_TABLE[(int)state]);
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stateIcon.width = width;
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}
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public void SetTitleText(string text)
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{
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_titleLabel.text = text;
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}
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}
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