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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145
SVSim.BattleEngine/Engine/Wizard/AIHandPtnCalculator.cs
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145
SVSim.BattleEngine/Engine/Wizard/AIHandPtnCalculator.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 static class AIHandPtnCalculator
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{
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public class PriorityComparer : IComparer<int>
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{
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private EnemyAI _ai;
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private List<int> _playPtn;
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private List<float> _priorityList;
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public PriorityComparer(EnemyAI ai, List<int> playPtn)
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{
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_ai = ai;
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_playPtn = new List<int>(playPtn);
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CreatePriorityList();
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}
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public int Compare(int leftIndex, int rightIndex)
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{
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AIVirtualCard aIVirtualCard = _ai.CurrentVirtualField.AllyHandCards[leftIndex];
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AIVirtualCard aIVirtualCard2 = _ai.CurrentVirtualField.AllyHandCards[rightIndex];
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float num = _priorityList[leftIndex];
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float num2 = _priorityList[rightIndex];
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if (num > num2)
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{
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return -1;
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}
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if (num < num2)
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{
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return 1;
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}
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int cost = aIVirtualCard.Cost;
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int cost2 = aIVirtualCard2.Cost;
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if (cost < cost2)
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{
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return -1;
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}
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if (cost > cost2)
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{
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return 1;
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}
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if (leftIndex >= rightIndex)
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{
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return 1;
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}
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return -1;
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}
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private void CreatePriorityList()
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{
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List<AIVirtualCard> allyHandCards = _ai.CurrentVirtualField.AllyHandCards;
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_priorityList = new List<float>();
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for (int i = 0; i < allyHandCards.Count; i++)
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{
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AIVirtualCard card = allyHandCards[i];
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_priorityList.Add(card.GetPriority(_playPtn));
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}
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}
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}
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public static List<Tuple<int, List<int>>> CreateSortedPlayPtnList(EnemyAI ai)
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{
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List<Tuple<int, List<int>>> list = new List<Tuple<int, List<int>>>();
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int count = ai.CurrentVirtualField.AllyHandCards.Count;
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int num = (int)Mathf.Pow(2f, count);
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List<int> list2 = new List<int>();
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for (int i = 0; i < num; i++)
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{
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ConvertHandPtnIndexToList(i, count, list2);
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PrioritySortHand(ai, list2);
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Tuple<int, List<int>> item = new Tuple<int, List<int>>
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{
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first = i,
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second = new List<int>(list2)
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};
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bool flag = false;
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for (int j = 0; j < list.Count; j++)
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{
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if (list[j].second.Count > list2.Count)
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{
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flag = true;
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list.Insert(j, item);
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break;
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}
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}
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if (!flag)
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{
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list.Add(item);
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}
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}
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return list;
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}
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public static void ConvertHandPtnIndexToList(int handPtnIndex, int handCount, List<int> dstList)
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{
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int num = handPtnIndex;
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dstList.Clear();
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for (int i = 0; i < handCount; i++)
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{
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int num2 = (int)Mathf.Pow(2f, handCount - i - 1);
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if (num / num2 > 0)
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{
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num -= num2;
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dstList.Add(i);
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}
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}
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}
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public static int ConvertPlayPtnToHandPtnIndex(List<int> playPtn, int handNum)
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{
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int num = 0;
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for (int i = 0; i < playPtn.Count; i++)
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{
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int num2 = (int)Mathf.Pow(2f, handNum - playPtn[i] - 1);
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num += num2;
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}
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return num;
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}
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public static void PrioritySortHand(EnemyAI ai, List<int> handList)
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{
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IComparer<int> comparer = new PriorityComparer(ai, handList);
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handList.Sort(comparer);
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}
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public static ulong CalculatePlayPtnHash(AIVirtualField field, List<int> playPtn)
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{
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if (playPtn == null || playPtn.Count <= 0)
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{
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return 0uL;
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}
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ulong num = 0uL;
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for (int i = 0; i < playPtn.Count; i++)
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{
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AIVirtualCard aIVirtualCard = field.AllyHandCards[playPtn[i]];
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num += (ulong)((long)aIVirtualCard.GetHash() * (long)(i + 1));
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}
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return num;
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}
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}
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