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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42
SVSim.BattleEngine/Engine/Wizard/AIDelayTurnEndTime.cs
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42
SVSim.BattleEngine/Engine/Wizard/AIDelayTurnEndTime.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class AIDelayTurnEndTime : AIScriptArgumentExpressions
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{
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private AIPolishConvertedExpression _minDelayTime;
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private AIPolishConvertedExpression _maxDelayTime;
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private int MIN_DELAY_TIME_ARG_INDEX;
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private int MAX_DELAY_TIME_ARG_INDEX = 1;
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public AIDelayTurnEndTime(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.InitExpressions(text);
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if (_exprList.Count > MAX_DELAY_TIME_ARG_INDEX)
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{
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_minDelayTime = _exprList[MIN_DELAY_TIME_ARG_INDEX];
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_maxDelayTime = _exprList[MAX_DELAY_TIME_ARG_INDEX];
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}
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}
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public float GetDelayTime(AIVirtualCard ownerCard, List<int> playPtn)
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{
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if (_minDelayTime == null || _maxDelayTime == null)
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{
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return 0f;
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}
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AIVirtualField selfField = ownerCard.SelfField;
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float minInclusive = _minDelayTime.EvalArg(ownerCard, playPtn, selfField);
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float maxInclusive = _maxDelayTime.EvalArg(ownerCard, playPtn, selfField);
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return Random.Range(minInclusive, maxInclusive);
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}
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}
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