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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104
SVSim.BattleEngine/Engine/Wizard/AIWhenPlayHandBuff.cs
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104
SVSim.BattleEngine/Engine/Wizard/AIWhenPlayHandBuff.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIWhenPlayHandBuff : AIWhenPlayTagArgument
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{
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private AIPolishConvertedExpression _attackBuff;
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private AIPolishConvertedExpression _lifeBuff;
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private const int ATK_BUFF_ARG_OFFSET = 2;
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private const int LIFE_BUFF_ARG_OFFSET = 1;
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protected override int SELECT_TYPE_OFFSET => 3;
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public AIWhenPlayHandBuff(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.InitExpressions(text);
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_attackBuff = _exprList[_exprList.Count - 2];
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_lifeBuff = _exprList[_exprList.Count - 1];
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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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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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public override TargetSelectType GetTargetSelectType()
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{
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return TargetSelectType.NormalRuleBase;
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}
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public override List<AIVirtualCard> GetTargetsFromField(AIVirtualCard owner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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List<AIVirtualCard> candidateRange = GetCandidateRange(field);
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return GetFilteredTargets(candidateRange, owner, playPtn, situation, isBlockDead);
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}
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public override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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List<AIVirtualCard> filteredTargets = base.GetFilteredTargets(candidates, tagOwner, playPtn, situation, isBlockDead);
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filteredTargets?.RemoveAll((AIVirtualCard c) => !c.IsInHand || c.IsSameCard(tagOwner) || !c.IsUnit);
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return filteredTargets;
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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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AIBuffExecutingInfo_old buffExecutingInfo_old = AIBuffSimulationUtility.GetBuffExecutingInfo_old(tagOwner, field, situation, playPtn, _attackBuff, _lifeBuff);
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switch (base.SelectType)
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{
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case AIScriptTokenArgType.ALL_SELECT:
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AIHandBuffSimulationUtility.ExecuteHandBuffAll(targetsFromField, buffExecutingInfo_old, situation);
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break;
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case AIScriptTokenArgType.RANDOM_SELECT:
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AIHandBuffSimulationUtility.ExecuteHandBuffRandom(targetsFromField, buffExecutingInfo_old, playPtn, situation);
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break;
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case AIScriptTokenArgType.TARGET_SELECT:
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ExecuteTargetSelectHandBuff(targetsFromField, buffExecutingInfo_old, 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 RegisterRuleBaseTargets(List<AIVirtualCard> candidates, AIVirtualCard actor, AIVirtualField field, AIVirtualTargetSelectAction situation, ref List<AIVirtualCard> targetList)
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{
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base.RegisterRuleBaseTargets(candidates, actor, field, situation, ref targetList);
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AIVirtualCard aIVirtualCard = AIHandBuffSimulationUtility.SelectHandBuffTarget(candidates, AISelectTargetPattern.Best, EnemyAI.EmptyPlayPtn, situation);
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if (aIVirtualCard != null)
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{
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targetList = AIParamQuery.AddElementToList(aIVirtualCard, targetList);
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}
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}
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private void ExecuteTargetSelectHandBuff(List<AIVirtualCard> candidates, AIBuffExecutingInfo_old buffInfo, AISituationInfo situation)
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{
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if (situation != null && situation.IsTargetExists(base.SelectType))
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{
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AIHandBuffSimulationUtility.ExecuteHandBuffTargetSelect(buffInfo, base.SelectType, situation);
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}
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else
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{
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AIHandBuffSimulationUtility.ExecuteHandBuffBestTarget(candidates, buffInfo, situation);
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}
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}
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}
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