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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47
SVSim.BattleEngine/Engine/Wizard/StorySectionTask.cs
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47
SVSim.BattleEngine/Engine/Wizard/StorySectionTask.cs
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using System;
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using Wizard.Story;
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namespace Wizard;
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public class StorySectionTask : BaseTask
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{
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public class StorySectionTaskParam : BaseParam
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{
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public bool is_disp_first_tips;
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}
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public StorySectionTask(SelectedStoryInfo storyInfo)
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{
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base.type = GetApiType(storyInfo.StoryEntranceType);
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}
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private static ApiType.Type GetApiType(StoryEntranceType storyType)
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{
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return storyType switch
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{
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StoryEntranceType.AllStory => ApiType.Type.AllStorySection,
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StoryEntranceType.MainStory => ApiType.Type.MainStorySection,
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StoryEntranceType.LimitedStory => ApiType.Type.LimitedStorySection,
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StoryEntranceType.EventStory => ApiType.Type.EventStorySection,
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_ => throw new NotImplementedException(),
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};
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}
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public void SetParameter(bool isDispFirstTips)
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{
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StorySectionTaskParam storySectionTaskParam = new StorySectionTaskParam();
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storySectionTaskParam.is_disp_first_tips = isDispFirstTips;
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base.Params = storySectionTaskParam;
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}
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protected override int Parse()
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{
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int num = base.Parse();
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if (num != 1)
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{
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return num;
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}
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Data.StoryWorldDataManager.SetData(base.ResponseData["data"]);
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return num;
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}
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}
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