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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132
SVSim.BattleEngine/Engine/Wizard/AIWhenPlayDiscard.cs
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132
SVSim.BattleEngine/Engine/Wizard/AIWhenPlayDiscard.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIWhenPlayDiscard : AIWhenPlayTagArgument
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{
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protected override bool _isSelectCountImplemented => true;
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public AIWhenPlayDiscard(string text)
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: base(text)
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{
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}
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protected override void CreateLegalSelectTypes()
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{
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base.LegalSelectTypes = new AIScriptTokenArgType[3]
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{
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AIScriptTokenArgType.ALL_SELECT,
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AIScriptTokenArgType.RANDOM_SELECT,
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AIScriptTokenArgType.TARGET_SELECT
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};
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}
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protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
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{
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return field.GetSimulationHandCards();
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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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List<AIVirtualCard> targetsFromField = GetTargetsFromField(tagOwner, field, playPtn, situation);
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if (targetsFromField != null && targetsFromField.Count > 0)
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{
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int selectCount = GetSelectCount(tagOwner, field, playPtn, situation);
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switch (base.SelectType)
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{
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case AIScriptTokenArgType.TARGET_SELECT:
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AISkillSimulationUtility.ExecuteTargetSelectDiscard(targetsFromField, selectCount, base.SelectType, tagOwner, field, playPtn, situation);
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break;
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case AIScriptTokenArgType.ALL_SELECT:
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AISkillSimulationUtility.DiscardAll(tagOwner, targetsFromField, field, situation);
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break;
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case AIScriptTokenArgType.RANDOM_SELECT:
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AISkillSimulationUtility.DiscardRandom(tagOwner, field, targetsFromField, selectCount, situation);
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break;
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}
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}
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}
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public override void PseudoExecute(AIVirtualField field, AISinglePlayptnRecord record, PlayedCardInfo playInfo, AIVirtualTargetSelectAction situation)
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{
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AIDiscardInfo aIDiscardInfo;
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switch (base.SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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aIDiscardInfo = GetPseudoAllSelectDiscardInfo(record, situation);
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break;
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case AIScriptTokenArgType.RANDOM_SELECT:
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aIDiscardInfo = GetPseudoRandomSelectDiscardInfo(record, field, situation);
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break;
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case AIScriptTokenArgType.TARGET_SELECT:
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aIDiscardInfo = GetPseudoTargetSelectDiscardInfo(record, field, situation);
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break;
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default:
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AIConsoleUtility.LogError("AIWhenPlayDiscard error!! SelectType == " + base.SelectType);
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return;
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}
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playInfo.SetDiscardInfo(aIDiscardInfo, base.SelectType);
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record.CheckRegisteredDiscardInfo(aIDiscardInfo);
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}
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private AIDiscardInfo GetPseudoAllSelectDiscardInfo(AISinglePlayptnRecord record, AIVirtualTargetSelectAction situation)
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{
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List<AIVirtualCard> restHandCardList = record.RestHandCardList;
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AIVirtualCard actor = situation.Actor;
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List<int> playPtn = record.PlayPtn;
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List<AIVirtualCard> filteredTargets = GetFilteredTargets(restHandCardList, actor, playPtn, situation);
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if (filteredTargets == null || filteredTargets.Count <= 0)
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{
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return new AIDiscardInfo(actor, isSuccess: false, filteredTargets);
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}
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if (!record.IsAllTargetsUsableHandCard(filteredTargets))
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{
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AIDiscardInfo aIDiscardInfo = new AIDiscardInfo(actor, isSuccess: true, filteredTargets);
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aIDiscardInfo.MarkAsNG();
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return aIDiscardInfo;
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}
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return new AIDiscardInfo(actor, isSuccess: true, filteredTargets);
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}
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private AIDiscardInfo GetPseudoRandomSelectDiscardInfo(AISinglePlayptnRecord record, AIVirtualField field, AIVirtualTargetSelectAction situation)
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{
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List<AIVirtualCard> restHandCardList = record.RestHandCardList;
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AIVirtualCard actor = situation.Actor;
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List<int> playPtn = record.PlayPtn;
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List<AIVirtualCard> filteredTargets = GetFilteredTargets(restHandCardList, actor, playPtn, situation);
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if (filteredTargets == null || filteredTargets.Count <= 0)
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{
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return new AIDiscardInfo(actor, isSuccess: false, filteredTargets);
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}
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if (!record.IsAllTargetsUsableHandCard(filteredTargets))
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{
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AIDiscardInfo aIDiscardInfo = new AIDiscardInfo(actor, isSuccess: true, null);
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aIDiscardInfo.MarkAsNG();
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return aIDiscardInfo;
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}
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int selectCount = GetSelectCount(actor, actor.SelfField, playPtn, situation);
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List<AIVirtualCard> targets = AIDiscardUtility.SelectWorstDiscardTarget(actor, field, filteredTargets, selectCount, playPtn, situation);
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return new AIDiscardInfo(actor, isSuccess: true, targets);
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}
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private AIDiscardInfo GetPseudoTargetSelectDiscardInfo(AISinglePlayptnRecord record, AIVirtualField field, AIVirtualTargetSelectAction situation)
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{
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List<AIVirtualCard> restHandCardList = record.RestHandCardList;
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AIVirtualCard actor = situation.Actor;
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List<int> playPtn = record.PlayPtn;
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List<AIVirtualCard> filteredTargets = GetFilteredTargets(restHandCardList, actor, playPtn, situation);
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int selectCount = GetSelectCount(actor, actor.SelfField, playPtn, situation);
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if (filteredTargets == null || filteredTargets.Count < selectCount)
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{
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return new AIDiscardInfo(actor, isSuccess: false, filteredTargets);
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}
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bool isBreakPlayptn;
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List<AIVirtualCard> prospectedTargetWithPlayPtnUsableCardCheck = AITargetSelectUtility.GetProspectedTargetWithPlayPtnUsableCardCheck(filteredTargets, field, situation, record, selectCount, (AIVirtualCard card, AIVirtualField field2, List<int> playPtn2, AIVirtualTargetSelectAction situation2) => AIDiscardUtility.EvaluateDiscardedBonus(card, playPtn2, situation2, field2, isIgnoreInBattle: false, isCalcCostDiff: true, isCalcTokenValue: true), out isBreakPlayptn);
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AIDiscardInfo aIDiscardInfo = new AIDiscardInfo(actor, isSuccess: true, prospectedTargetWithPlayPtnUsableCardCheck);
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if (isBreakPlayptn)
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{
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aIDiscardInfo.MarkAsNG();
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}
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return aIDiscardInfo;
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}
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}
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