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/ChoiceVirtualCard.cs
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51
SVSim.BattleEngine/Engine/Wizard/ChoiceVirtualCard.cs
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namespace Wizard;
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public class ChoiceVirtualCard : AIVirtualCard
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{
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public BattleCardBase VirtualBattleCard { get; private set; }
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public ChoiceVirtualCard(BattleCardBase card, bool isAlly, AIVirtualField field)
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{
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VirtualBattleCard = card;
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base.IsAlly = isAlly;
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_field = field;
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InitializeFromBattleCardBase(card);
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}
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protected override void InitializeFromBattleCardBase(BattleCardBase origin)
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{
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InitializeFromBattleCardBaseBasic(origin);
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Cost = origin.Cost;
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base.CardIndex = origin.BaseParameter.BaseCardId;
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IsPlayer = origin.IsPlayer;
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base.TagCollectionContainer = new AITagCollectionContainer();
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BarrierInfoCollection = new AIBarrierInfoCollection();
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if (origin.Tribe != null && origin.Tribe.Count > 0)
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{
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for (int i = 0; i < origin.Tribe.Count; i++)
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{
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AppendTribe(origin.Tribe[i]);
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}
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}
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}
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public override ulong GetHash()
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{
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ulong num = 0uL;
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num += (ulong)((long)base.Attack * 6337L);
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num += (ulong)((long)base.Life * 11383L);
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num += (ulong)((long)base.DefLife * 173L);
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num += (ulong)((long)base.EvolutionAttack * 1488017L);
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num += (ulong)((long)base.EvolutionLife * 937477L);
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num += (ulong)((long)Cost * 14401L);
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num += PRIME_NUMBERS_FOR_CLAN[(int)base.Clan % PRIME_NUMBERS_FOR_CLAN.Length];
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if (_tribeList != null)
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{
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for (int i = 0; i < _tribeList.Count; i++)
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{
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num += PRIME_NUMBERS_FOR_TRIBE[(int)_tribeList[i] % PRIME_NUMBERS_FOR_TRIBE.Length];
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}
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}
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return num;
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}
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}
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