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 class AIVirtualTargetSelectSimulationInfo
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{
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public AIVirtualCard OriginalActor;
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public AIVirtualCard RealActor;
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public List<AIVirtualTargetSelectInfo> SelectInfoList;
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public AIOperationType OperationType;
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public PlayedCardInfo NextPlayCardInfo;
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public AISelectedTargetInfoSet FirstActionTargetTemp;
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public bool IsFirstAction;
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public AISelectedTargetInfoSet CurrentSimulationBestTargetTemp;
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public float FieldValueAfterFirstSelectCardPlay;
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public float CurrentSimulationBestTargetTempValue;
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public bool IsRecentlyUpdatedCurrentSimulationBestTargetTempValue;
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private bool _isNextPlay;
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public float PrevRemovalBonus;
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public bool IsInterruptedNextPlay { get; private set; }
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public AIVirtualTargetSelectSimulationInfo()
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{
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FieldValueAfterFirstSelectCardPlay = float.MinValue;
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CurrentSimulationBestTargetTempValue = float.MinValue;
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IsRecentlyUpdatedCurrentSimulationBestTargetTempValue = false;
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}
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public AIVirtualTargetSelectAction CreateSituationForTargetSelectSimulation()
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{
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return new AIVirtualTargetSelectAction(RealActor, OriginalActor, OperationType);
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}
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public AIVirtualTargetSelectSimulationInfo CreateNextPlayCardTargetSelectSimulationInfo(AIVirtualField field, float prevRemovalBonus)
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{
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if (NextPlayCardInfo == null)
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{
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return null;
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}
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AIVirtualCard aIVirtualCard = field.SearchVirtualCard(NextPlayCardInfo.Card);
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if (aIVirtualCard == null)
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{
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return null;
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}
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AIVirtualCard aIVirtualCard2 = NextPlayCardInfo.TransformCard ?? aIVirtualCard;
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AIVirtualTargetSelectAction aIVirtualTargetSelectAction = new AIVirtualTargetSelectAction(aIVirtualCard2, aIVirtualCard, AIOperationType.PLAY, (AISelectedTargetInfoSet)null);
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List<int> emptyPlayPtn = EnemyAI.EmptyPlayPtn;
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int playSpaceRequired = field.GetPlaySpaceRequired(aIVirtualCard, emptyPlayPtn, aIVirtualTargetSelectAction, needsTokenCount: false);
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if (!aIVirtualCard.IsAbleToPlay(emptyPlayPtn, aIVirtualTargetSelectAction) || field.AllyInplayCards.Count + playSpaceRequired > 5)
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{
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return null;
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}
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List<AIVirtualTargetSelectInfo> list = aIVirtualCard2.CreateAIVirtualSelectInfo(field, aIVirtualTargetSelectAction);
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if (list == null || list.Count <= 0)
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{
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return null;
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}
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return new AIVirtualTargetSelectSimulationInfo
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{
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OriginalActor = aIVirtualCard,
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RealActor = aIVirtualCard2,
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SelectInfoList = list,
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OperationType = AIOperationType.PLAY,
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NextPlayCardInfo = null,
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FirstActionTargetTemp = FirstActionTargetTemp,
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IsFirstAction = false,
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_isNextPlay = true,
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PrevRemovalBonus = prevRemovalBonus
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};
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}
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public void IsCurrentSimulationBestTargetTempNeedsToUpdated(float maxFieldValue)
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{
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if (EnemyAI.IsLargerThan(maxFieldValue, CurrentSimulationBestTargetTempValue))
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{
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CurrentSimulationBestTargetTempValue = maxFieldValue;
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IsRecentlyUpdatedCurrentSimulationBestTargetTempValue = true;
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}
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else
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{
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IsRecentlyUpdatedCurrentSimulationBestTargetTempValue = false;
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}
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}
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public void ForceStopNextPlay()
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{
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if (_isNextPlay)
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{
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IsInterruptedNextPlay = true;
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}
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}
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}
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