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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61
SVSim.BattleEngine/Engine/Wizard/SoloBattleEnemyAI.cs
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61
SVSim.BattleEngine/Engine/Wizard/SoloBattleEnemyAI.cs
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using Wizard.Battle.View.Vfx;
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namespace Wizard;
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public class SoloBattleEnemyAI : EnemyAI
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{
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public override bool IsStackAction => false;
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public override bool IsConnectNetwork => false;
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public SoloBattleEnemyAI()
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{
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base.IsRankMatchAI = false;
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}
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public override void Retire()
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{
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}
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protected override void OnBeforeTurnEnd()
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{
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emoteQuery.OnOperation();
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VfxBase vfxBase = null;
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vfxBase = ((base.TurnCount != 1) ? GetEmote(AIEmoteCmdType.ON_ALLY_TURN_END) : GetEmote(AIEmoteCmdType.ON_FIRST_TURN));
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if (vfxBase != null)
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{
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battleMgr.VfxMgr.RegisterSequentialVfx(vfxBase);
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}
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base.IsThisTurnEmotePlayed = false;
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}
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protected override void OnFinishOprAttack()
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{
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emoteMng.OnOperationRequest();
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}
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protected override void OnFinishOprTargetSelect()
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{
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emoteMng.OnOperationRequest();
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}
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public override void Disconnect()
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{
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}
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public override void Reconnect()
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{
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}
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public override void CleanupStackedAction()
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{
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}
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protected override void CheckIsStackAction()
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{
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}
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protected override void SetupThinkingInterval()
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{
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}
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}
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