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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91
SVSim.BattleEngine/Engine/Wizard/RotationFormatBehavior.cs
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91
SVSim.BattleEngine/Engine/Wizard/RotationFormatBehavior.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Wizard.DeckCardEdit;
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namespace Wizard;
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public class RotationFormatBehavior : IFormatBehavior
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{
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public string Name => Data.SystemText.Get("Common_0154");
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public string SmallIconSpriteName => "icon_timesliprotation_s";
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public CardMaster.CardMasterId CardMasterId => CardMaster.CardMasterId.Default;
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public GenerateDeckCodeTask.SubmitDeckType DeckCodeType => GenerateDeckCodeTask.SubmitDeckType.NORMAL;
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public bool ExistsRestrictedCard => false;
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public List<int> SortedDeckUsableCardList => CardMaster.GetInstance(CardMasterId).GetAllCardIds();
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public int DeckCardNumMin => DeckCardNumMax;
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public int DeckCardNumMax => 40;
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public int DeckSameKindCardNumMax => 3;
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public int DeckSavableCardNumMax => 50;
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public bool IsShowDeckName => true;
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public bool IsEmphasizeDeckCardShortage => false;
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public bool IsEmphasizeDeckCardOverage => true;
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public bool IsSavableLastSelectDeck => true;
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public bool CanShowQRCode => true;
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public bool IsShowFirstTipsAtDeckEdit => true;
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public bool IsShowAutoDeckCreateButtonAtDeckEdit => true;
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public bool IsCraftableCardAtDeckEdit => true;
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public UIManager.ViewScene DeckEditBackScene => UIManager.ViewScene.DeckList;
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public Action<CardBundleController> DeckSaveFunc => null;
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public bool UseSubClass => false;
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public List<CardSetName> AvailableCardSetNameList => (from id in Data.Load.data.RotationCardSetList.Distinct()
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select Data.Master.CardSetNameMgr.Get(id.ToString())).ToList();
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public bool IsShowPrizeCardSetFilter => true;
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public bool IsShowPhantomCardSetFilter => false;
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public bool IsShowFormatFilter => false;
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public bool IsShowFavoriteFilter => true;
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public bool IsShowSpotCardFilter => GameMgr.GetIns().GetDataMgr().SpotCardData.ExistsSpotCard();
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public bool IsConventionMode => false;
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public bool IsEnableDeckShareButton(int cardNum, int cardNumMax)
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{
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return cardNum == DeckCardNumMax;
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}
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public IDictionary<int, int> GetCardPool(bool isIncludingSpotCard)
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{
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return GameMgr.GetIns().GetDataMgr().GetUserOwnCardData(isIncludingSpotCard);
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}
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public Dictionary<int, int> ClonePossessionCardDictionary(bool isIncludingSpotCard)
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{
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return GameMgr.GetIns().GetDataMgr().ClonePossessionCardDictionary(isIncludingSpotCard);
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}
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public int GetPossessionCardNum(int cardId, bool isIncludingSpotCard)
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{
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return GameMgr.GetIns().GetDataMgr().GetPossessionCardNum(cardId, isIncludingSpotCard);
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}
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public int GetPossessionBaseCardNum(int baseCardId, bool isIncludingSpotCard)
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{
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return GameMgr.GetIns().GetDataMgr().GetPossessionBaseCardNum(baseCardId, isIncludingSpotCard, CardMasterId);
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}
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}
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