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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103
SVSim.BattleEngine/Engine/Wizard/AIVirtualPlaySimulator.cs
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103
SVSim.BattleEngine/Engine/Wizard/AIVirtualPlaySimulator.cs
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namespace Wizard;
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public static class AIVirtualPlaySimulator
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{
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public static void PlayCard(AIVirtualTargetSelectAction situation, AIVirtualField field, PlaySimulationInfo playInfo)
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{
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if (situation.ActionType != AIOperationType.PLAY)
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{
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AIConsoleUtility.LogError("AIVirtualPlaySimulator:PlayCard() error!! situation is not [PLAY] ActionType!!!!!");
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return;
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}
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if (playInfo == null)
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{
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AIConsoleUtility.LogError($"AIVirtualPlaySimulator:PlayCard() error!! PlayInfo is null!\nMaybe field does not have enough cost!!!!! PlayCardName:{situation.Actor.CardName} PlayCardId:{situation.Actor.BaseId}");
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return;
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}
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AIVirtualCard originalCard = situation.OriginalCard;
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int useCost = playInfo.UseCost;
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if (playInfo.Type == PlaySimulationType.ChoiceTransform)
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{
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AIPlayCardSimulationUtility.SetChoiceTargetAsActor(situation);
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}
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originalCard.PlayedCost = useCost;
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if (originalCard.IsAlly)
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{
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field.AllyPp -= useCost;
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field.UsedPpCount += useCost;
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}
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else
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{
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field.EnemyPp -= useCost;
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}
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bool isChoiceBrave = situation.IsChoiceBrave;
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AIVirtualCard summonedCard = null;
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if (!isChoiceBrave)
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{
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SimulatePlayCardNormal(situation, field, out summonedCard);
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}
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AIPreprocessSimulationUtility.SimulatePreprocess(situation.Actor, situation, field, AIScriptTokenArgType.WHEN_PLAY, isPseudo: false);
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AIPlayCardSimulationUtility.CreateWhenPlayTagExecutingQueue(situation, field, playInfo.Type);
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situation.ProcessCollection.CombinePreprocessToProcessQueue();
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if (summonedCard != null)
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{
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AISummonTokenUtility.ExecuteSummonTags(field, summonedCard, field.BestPlayPtn, situation);
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AIGetOnSimulationUtility.GetOnAtField(field, summonedCard, situation);
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field.AllActivateCountHolderIncrement(situation, AIPlayTagType.SummonActivateCount, summonedCard);
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}
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if (!isChoiceBrave)
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{
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field.AllActivateCountHolderIncrement(situation, AIPlayTagType.PlayActivateCount, originalCard);
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}
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situation.ExecuteAllSkillProcess();
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}
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private static void SimulatePlayCardNormal(AISituationInfo play, AIVirtualField field, out AIVirtualCard summonedCard)
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{
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AIVirtualCard originalCard = play.OriginalCard;
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if (originalCard.IsAlly)
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{
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field.RemoveAllyHandCard(originalCard, isRemoveByPlay: true);
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}
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else
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{
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field.RemoveEnemyHandCard(originalCard);
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}
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AIVirtualCard actor = play.Actor;
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field.PlayedCardContainer.AddPlayedCard(actor);
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if (actor.IsUnit || actor.IsAmulet)
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{
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if (actor.IsAlly)
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{
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actor.NormalPlay();
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field.AllyInplayCards.Add(actor);
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field.CardListSet.AddAllyInplayCard(actor);
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field.SummonedCardContainer.AddSummonedCard(actor);
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}
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else
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{
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AIVirtualCard aIVirtualCard;
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if (actor is EnemyHandVirtualCard)
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{
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aIVirtualCard = new AIVirtualCard(actor.BaseCard, field);
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aIVirtualCard.InitializeTags(field.ParamQuery, actor.TagCollectionContainer.AttachedTags, actor.TagCollectionContainer.RemovedTagCollection);
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}
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else
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{
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aIVirtualCard = actor;
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}
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aIVirtualCard.NormalPlay();
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field.EnemyInplayCards.Add(aIVirtualCard);
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field.CardListSet.AddEnemyInplayCard(aIVirtualCard);
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field.SummonedCardContainer.AddSummonedCard(actor);
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play.SetActor(aIVirtualCard);
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}
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summonedCard = actor;
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}
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else
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{
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AISpellboostSimulationUtility.SpellboostWhenPlaySpell(actor, field);
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summonedCard = null;
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}
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}
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}
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