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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58
SVSim.BattleEngine/Engine/Skill_discard.cs
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58
SVSim.BattleEngine/Engine/Skill_discard.cs
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using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_discard : SkillBase
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{
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public override bool ShowSideLog
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{
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get
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{
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if (base.ShowSideLog)
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{
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if (!GameMgr.GetIns().IsAdmin && !base.SkillPrm.ownerCard.IsPlayer)
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{
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return !base.SkillPrm.ownerCard.IsInCemetery;
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}
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return true;
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}
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return false;
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}
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}
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public Skill_discard(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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List<BattleCardBase> list = parameter.targetCards.Where((BattleCardBase c) => c.IsPlayer == base.SkillPrm.selfBattlePlayer.IsPlayer).ToList();
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List<BattleCardBase> list2 = parameter.targetCards.Where((BattleCardBase c) => c.IsPlayer == base.SkillPrm.opponentBattlePlayer.IsPlayer).ToList();
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base.SkillPrm.selfBattlePlayer.SkillDiscards.AddRange(list);
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base.SkillPrm.opponentBattlePlayer.SkillDiscards.AddRange(list2);
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base.SkillPrm.selfBattlePlayer.DiscardedCardList.AddRange(list);
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base.SkillPrm.selfBattlePlayer.FusionIngredientAndDiscardedCardList.AddRange(list);
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if (list.Count > 0)
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{
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BattlePlayerBase battlePlayer = base.SkillPrm.ownerCard.SelfBattlePlayer;
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TurnAndIntValue turnAndIntValue = battlePlayer.GameSkillDiscardCountList.FirstOrDefault((TurnAndIntValue t) => t.IsSelfTurn == battlePlayer.IsSelfTurn && t.Turn == battlePlayer.Turn);
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if (turnAndIntValue != null)
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{
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turnAndIntValue.Increment();
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}
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else
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{
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battlePlayer.GameSkillDiscardCountList.Add(new TurnAndIntValue(1, battlePlayer.Turn, battlePlayer.IsSelfTurn));
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}
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}
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillDiscard(list, base.SkillPrm.selfBattlePlayer.IsPlayer, this);
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BattleLogManager.GetInstance().AddLogSkillDiscard(list2, base.SkillPrm.opponentBattlePlayer.IsPlayer, this);
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}
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base.SkillPrm.selfBattlePlayer.SelfDiscardList.Add(list.SingleOrDefault((BattleCardBase s) => s == base.SkillPrm.ownerCard));
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return VfxWithLoading.Create(base.SkillPrm.selfBattlePlayer.CardManagement(list, parameter.skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, base.UsedRandom, this));
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}
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}
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