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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51
SVSim.BattleEngine/Engine/Wizard/AIWhenPlayAttachStyle.cs
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51
SVSim.BattleEngine/Engine/Wizard/AIWhenPlayAttachStyle.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIWhenPlayAttachStyle : AIWhenPlayTagArgument
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{
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private readonly char[] POLICY_TRIM_CHARS = new char[3] { '{', '}', ' ' };
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public AIPolicyData Policy { get; private set; }
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public AIWhenPlayAttachStyle(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.SelectType = AIScriptTokenArgType.NONE;
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base.Filters = null;
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string[] words = SplitTextToWords(text);
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InitializePolicyFromWords(words);
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}
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public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
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{
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if (field.IsLatestActionField)
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{
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field.StyleQuery.ExecuteAttachStyle(Policy);
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}
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}
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private void InitializePolicyFromWords(string[] words)
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{
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AIPolicyDataAsset aIPolicyDataAsset = new AIPolicyDataAsset();
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aIPolicyDataAsset.Category = words[0].Trim(POLICY_TRIM_CHARS);
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if (int.TryParse(words[1].Trim(POLICY_TRIM_CHARS), out var result))
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{
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aIPolicyDataAsset.Priority = result;
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}
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else
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{
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AIConsoleUtility.LogError("AIWhenPlayAttachStyle Priority Argument Error!! " + words[1]);
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aIPolicyDataAsset.Priority = 0;
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}
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aIPolicyDataAsset.Type = words[2].Trim(POLICY_TRIM_CHARS);
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aIPolicyDataAsset.Arg = words[3].Trim(POLICY_TRIM_CHARS);
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aIPolicyDataAsset.Cond = words[4].Trim(POLICY_TRIM_CHARS);
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aIPolicyDataAsset.ID = -1;
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Policy = new AIPolicyData(aIPolicyDataAsset);
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}
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}
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