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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140
SVSim.BattleEngine/Engine/SkillKeywordInfo.cs
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140
SVSim.BattleEngine/Engine/SkillKeywordInfo.cs
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using System;
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using System.Collections.Generic;
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public static class SkillKeywordInfo
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{
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public enum SkillKeyword
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{
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damage_modifier,
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attach_skill,
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attack_by_life,
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attack_count,
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banish,
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cant_activate_fanfare,
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cant_activate_shortage_deck_win,
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cant_attack,
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cant_play,
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cant_summon,
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change_affiliation,
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change_cemetery,
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change_rally_count,
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update_deck,
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chant_count_change,
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consume_ep_modifier,
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cost_change,
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damage,
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damage_cut,
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destroy,
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discard,
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drain,
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draw,
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evolve,
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extra_turn,
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force_berserk,
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force_skill_target,
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attract_skill_target,
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force_avarice,
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force_wrath,
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guard,
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heal,
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ignore_guard,
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independent,
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not_be_debuffed,
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indestructible,
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killer,
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lose,
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metamorphose,
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fusion_metamorphose,
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transform,
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none,
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not_be_attacked,
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play_count_change,
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possess_ep_modifier,
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power_down,
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powerup,
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power_modifier,
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pp_fixeduse,
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pp_modifier,
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bp_modifier,
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quick,
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reflection,
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remove_by_banish,
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remove_by_destroy,
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return_card,
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rush,
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select,
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shield,
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sneak,
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special_win,
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special_lose,
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spell_charge,
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summon_card,
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summon_token,
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token_draw,
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special_token_draw,
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trigger,
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turn_start_fixed_pp,
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unite,
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untouchable,
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repeat_skill,
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choice,
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shortage_deck_win,
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generic_value_modifier,
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change_union_burst_count,
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change_skybound_art_count,
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change_super_skybound_art_count,
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change_white_ritual_stack,
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stack_white_ritual,
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rob_skill,
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random_array,
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no_duplication_random_array,
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cant_evolution,
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invoke_skill,
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token_draw_modifier,
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fusion,
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random_attack,
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clear_destroyed_and_discarded_card_list,
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clear_summoned_card_list,
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geton,
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getoff,
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not_decrease_pp,
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heal_modifier,
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life_zero_activate_leon_skill,
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copy_skill,
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loop_skill,
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evolve_to_other,
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not_attached_resident_chant_count_change,
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invoke_emote,
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invoke_voice,
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can_play_self
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}
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public static Dictionary<string, SkillKeyword> Keyword2StringDictionary;
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static SkillKeywordInfo()
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{
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SetupStatic();
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}
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private static void SetupStatic()
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{
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if (Keyword2StringDictionary != null)
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{
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return;
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}
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Keyword2StringDictionary = new Dictionary<string, SkillKeyword>(Enum.GetValues(typeof(SkillKeyword)).Length);
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foreach (SkillKeyword value in Enum.GetValues(typeof(SkillKeyword)))
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{
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Keyword2StringDictionary.Add(value.ToString(), value);
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}
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}
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public static SkillKeyword GetKeyword(string info)
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{
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if (!Keyword2StringDictionary.TryGetValue(info, out var value))
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{
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return SkillKeyword.none;
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}
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return value;
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}
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}
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