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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using System.Collections.Generic;
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namespace Wizard;
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public static class AIAutoEvolutionSimulationUtility
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{
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public static void AutoEvolution(AIVirtualField field, List<AIVirtualCard> targets, List<int> playPtn, AISituationInfo situation, AIScriptTokenArgType selecyType)
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{
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switch (selecyType)
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{
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case AIScriptTokenArgType.RANDOM_SELECT:
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AutoEvolveRandom(targets, field, playPtn, situation);
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break;
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case AIScriptTokenArgType.ALL_SELECT:
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AutoEvolveAll(targets, field, situation);
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break;
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case AIScriptTokenArgType.TARGET_SELECT:
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case AIScriptTokenArgType.SECOND_TARGET_SELECT:
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AutoEvolveTarget(situation, field, targets, selecyType);
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break;
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case AIScriptTokenArgType.RANDOM_MULTI_SELECT:
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break;
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}
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}
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private static void AutoEvolveRandom(List<AIVirtualCard> targets, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
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{
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AIVirtualCard aIVirtualCard = targets.FindMin((AIVirtualCard c) => c.EvaluateValueOnField(playPtn, situation, useStyle: true, doesUseLostLife: true, useOthersTag: true, useIgnoreInBattle: true) * (float)(c.IsAlly ? 1 : (-1)));
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if (aIVirtualCard != null)
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{
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AutoEvolveSingle(aIVirtualCard, field, situation);
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}
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}
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private static void AutoEvolveAll(List<AIVirtualCard> targets, AIVirtualField field, AISituationInfo situation)
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{
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List<AIVirtualCard> list = null;
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for (int i = 0; i < targets.Count; i++)
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{
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AIVirtualCard aIVirtualCard = targets[i];
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if (!aIVirtualCard.IsEvolution && !aIVirtualCard.IsDead)
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{
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list = AIParamQuery.AddElementToList(aIVirtualCard, list);
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}
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}
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if (list != null && list.Count > 0)
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{
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for (int j = 0; j < list.Count; j++)
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{
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AIVirtualEvolutionSimulator.AutoEvolve(list[j], field, situation);
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}
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field.AllActivateCountHolderIncrement(situation, AIPlayTagType.EvoActivateCount, list);
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}
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}
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private static void AutoEvolveTarget(AISituationInfo situation, AIVirtualField field, List<AIVirtualCard> candidates, AIScriptTokenArgType whichTarget)
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{
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AISelectedTargetInfo situationTarget = situation.GetSituationTarget(whichTarget);
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if (situationTarget == null || !situationTarget.HasTarget)
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{
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return;
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}
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List<AIVirtualCard> targets = situationTarget.Targets;
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List<AIVirtualCard> list = null;
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for (int i = 0; i < targets.Count; i++)
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{
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AIVirtualCard aIVirtualCard = targets[i];
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if (candidates.Contains(aIVirtualCard) && !aIVirtualCard.IsEvolution)
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{
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list = AIParamQuery.AddElementToList(aIVirtualCard, list);
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}
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}
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if (list != null && list.Count > 0)
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{
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AutoEvolveAll(list, field, situation);
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}
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}
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public static void AutoEvolveSingle(AIVirtualCard target, AIVirtualField field, AISituationInfo situation)
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{
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if (!target.IsEvolution && !target.IsDead)
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{
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AIVirtualEvolutionSimulator.AutoEvolve(target, field, situation);
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field.AllActivateCountHolderIncrement(situation, AIPlayTagType.EvoActivateCount, target);
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}
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}
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}
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