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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namespace Wizard;
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public static class AIVirtualTurnEndSimulator
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{
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public static void TurnEnd(AIVirtualTurnEndInfo situation, AIVirtualField field)
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{
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if (situation.ActionType != AIOperationType.TURNEND)
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{
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AIConsoleUtility.LogError("AIVirtualTurnEndSimulator:TurnEnd() error!! situation is not [TURNEND] ActionType!!!!!");
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return;
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}
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for (int i = 0; i < field.CardListSet.BothClassAndInplayCards.Count; i++)
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{
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AIVirtualCard aIVirtualCard = field.CardListSet.BothClassAndInplayCards[i];
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if (!aIVirtualCard.IsDead)
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{
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aIVirtualCard.CallOnAfterBattleSimulation(situation);
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}
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}
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situation.ExecuteAllSkillProcess();
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field.TagPreprocessContainer.SimulateAllTurnEndInfo(situation.Actor.IsAlly, situation);
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}
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}
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