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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129
SVSim.BattleEngine/Engine/Wizard/AIMathematicsLibrary.cs
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129
SVSim.BattleEngine/Engine/Wizard/AIMathematicsLibrary.cs
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Wizard;
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public static class AIMathematicsLibrary
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{
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public static Dictionary<int, List<int[]>> PermListsDictionary = new Dictionary<int, List<int[]>>();
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public static IEnumerable<T[]> EnumeratePermutations<T>(List<T> numbers)
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{
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return _GetPermutations(new List<T>(), numbers);
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}
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public static List<int[]> EnumerateIndexListPermutations(int count)
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{
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if (PermListsDictionary.ContainsKey(count))
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{
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return PermListsDictionary[count];
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}
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List<int> list = new List<int>();
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for (int i = 0; i < count; i++)
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{
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list.Add(i);
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}
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List<int[]> list2 = EnumeratePermutations(list).ToList();
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PermListsDictionary.Add(count, list2);
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return list2;
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}
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private static IEnumerable<T[]> _GetPermutations<T>(IEnumerable<T> seq, IEnumerable<T> numbers)
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{
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if (numbers.Count() == 0)
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{
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yield return seq.ToArray();
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yield break;
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}
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foreach (T number in numbers)
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{
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IEnumerable<T[]> enumerable = _GetPermutations(seq.Concat(new T[1] { number }), numbers.Where((T x) => !x.Equals(number)));
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foreach (T[] item in enumerable)
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{
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yield return item.ToArray();
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}
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}
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}
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public static IEnumerable<T[]> EnumerateCombinations<T>(List<T> numbers, int selectCount)
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{
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if (numbers.Count == 0)
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{
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yield return numbers.ToArray();
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}
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bool[] appearanceMap = new bool[numbers.Count];
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for (int i = 0; i < appearanceMap.Length; i++)
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{
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if (i < selectCount)
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{
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appearanceMap[i] = true;
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}
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else
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{
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appearanceMap[i] = false;
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}
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}
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bool flag = true;
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while (flag)
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{
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yield return numbers.FindAll(delegate(T n)
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{
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int num6 = numbers.IndexOf(n);
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return appearanceMap[num6];
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}).ToArray();
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flag = false;
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for (int num = 0; num < appearanceMap.Length - 1; num++)
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{
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if (!appearanceMap[num] || appearanceMap[num + 1])
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{
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continue;
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}
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appearanceMap[num] = false;
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appearanceMap[num + 1] = true;
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int num2 = 0;
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for (int num3 = 0; num3 < num; num3++)
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{
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if (appearanceMap[num3])
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{
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num2++;
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}
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}
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if (num2 < num)
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{
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for (int num4 = 0; num4 < num2; num4++)
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{
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appearanceMap[num4] = true;
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}
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for (int num5 = num2; num5 < num; num5++)
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{
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appearanceMap[num5] = false;
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}
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}
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flag = true;
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break;
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}
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}
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}
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public static List<T> GetPatternList<T>(List<T> candidates, int patternIndex)
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{
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if (patternIndex <= 0)
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{
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return null;
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}
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int num = patternIndex;
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int count = candidates.Count;
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List<T> list = new List<T>();
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for (int i = 0; i < count; i++)
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{
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int num2 = (int)Mathf.Pow(2f, count - i - 1);
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if (num / num2 > 0)
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{
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num -= num2;
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list.Add(candidates[i]);
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}
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}
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return list;
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}
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}
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