feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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SVSim.BattleEngine/Engine/SkillInOrderFromOldestFilter.cs
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SVSim.BattleEngine/Engine/SkillInOrderFromOldestFilter.cs
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using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle;
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public class SkillInOrderFromOldestFilter : ISkillCustomSelectFilter
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{
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private int _count;
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public List<IReadOnlyBattleCardInfo> OldTargets { get; private set; }
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public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption option)
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{
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List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
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OldTargets = cards.ToList();
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if (option.NextTargetCards != null && option.NextTargetCards.Count > 0)
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{
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list.AddRange(option.NextTargetCards);
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}
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else
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{
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List<IReadOnlyBattleCardInfo> firstInOrderFromOldest = GetFirstInOrderFromOldest(OldTargets, battlePlayerInfos.Single((IBattlePlayerReadOnlyInfo p) => p.IsPlayer == OldTargets[0].IsPlayer));
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if (firstInOrderFromOldest != null)
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{
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list.AddRange(firstInOrderFromOldest);
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}
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}
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return list;
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}
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private List<IReadOnlyBattleCardInfo> GetFirstInOrderFromOldest(IEnumerable<IReadOnlyBattleCardInfo> list, IBattlePlayerReadOnlyInfo player)
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{
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List<IReadOnlyBattleCardInfo> list2 = null;
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List<IReadOnlyBattleCardInfo> list3 = list.Where((IReadOnlyBattleCardInfo s) => player.SkillInfoClassAndInPlayCards.Any((IReadOnlyBattleCardInfo p) => p == s)).ToList();
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if (list3.Count > 0)
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{
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list2 = new List<IReadOnlyBattleCardInfo>();
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IReadOnlyBattleCardInfo readOnlyBattleCardInfo = list3.SingleOrDefault((IReadOnlyBattleCardInfo s) => player.SkillInfoClass == s);
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list3.Remove(readOnlyBattleCardInfo);
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if (list3.Count > 0)
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{
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list2.Add(list3.First());
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}
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else if (readOnlyBattleCardInfo != null)
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{
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list2.Add(readOnlyBattleCardInfo);
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}
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}
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return list2;
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}
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}
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