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;
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using System.Collections;
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using Cute;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Recovery;
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public class NullRecoveryManager : IRecoveryManager
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{
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public DataMgr.BattleType BattleType => DataMgr.BattleType.None;
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public bool? DidPlayerGoFirst => null;
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public int RandomSeed => 0;
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public bool HasMulliganInfo => false;
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public int BackGroundId => -1;
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public string BgmId => "NONE";
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public long RecordTime => 0L;
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public int IdxChangeSeed => -1;
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public event Action OnStartRecovery;
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public event Action OnEndDataRecovery;
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public event Action OnEndRecovery;
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public void Setup()
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{
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this.OnStartRecovery.Call();
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this.OnEndDataRecovery.Call();
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this.OnEndRecovery.Call();
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}
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public VfxBase Recovery(BattlePlayer battlePlayer, BattleEnemy battleEnemy, Func<IEnumerator, Coroutine> startCoroutine)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase UpdateRecovery()
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{
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return NullVfx.GetInstance();
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}
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public void RecoveryBeforeMulligan()
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{
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}
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public VfxBase RecoveryMulligan(BattlePlayer battlePlayer, BattleEnemy battleEnemy)
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{
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return NullVfx.GetInstance();
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}
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public string RecoveryPopSkillTargetCardName()
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{
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return string.Empty;
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}
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}
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