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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SVSim.BattleEngine/Engine/Wizard/EnemyAINull.cs
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83
SVSim.BattleEngine/Engine/Wizard/EnemyAINull.cs
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using System.Collections.Generic;
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using Wizard.Battle.View.Vfx;
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namespace Wizard;
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public class EnemyAINull : IEnemyAI
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{
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public bool IsStackAction => false;
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public bool IsConnectNetwork => false;
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public bool IsAIExecution => false;
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public void ExecuteEnemyAI(bool useWait)
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{
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}
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public void StopEnemyAI()
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{
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}
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public void InitOnGame(BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer)
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{
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}
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public void Mulligan(List<BattleCardBase> dstList, BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer)
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{
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}
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public void SelectSkillTarget(AIVirtualCard actCard, AIOperationType operationType, AISinglePlayptnRecord playptnRecord)
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{
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}
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public float CalcFieldAdvantage()
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{
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return 0f;
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}
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public float Atk_EvaluateBattleCardOnErase(BattleCardBase card, List<int> playPtn, bool useStyle)
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{
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return 0f;
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}
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public float Atk_EvaluateBattleCardOnReturn(BattleCardBase card, List<int> playPtn, int restPp, bool useStyle)
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{
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return 0f;
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}
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public IAIEmoteCtrl EmoteCtrl()
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{
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return new AIEmoteCtrlNull();
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}
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public void TurnEnd()
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{
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}
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public void Retire()
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{
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}
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public void Disconnect()
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{
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}
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public void Reconnect()
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{
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}
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public void CleanupStackedAction()
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{
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}
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public bool SetUpBattleState(int classId, AI_LOGIC_LV logicLv, string deckName, string styleName, string emoteName, int enemyAiID = -1)
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{
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return true;
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}
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public VfxBase GetEmote(AIEmoteCmdType cmdType, AISituationInfo situation = null, ClassCharaPrm.EmotionType receivedEmoteType = ClassCharaPrm.EmotionType.NULL, int emoteInput = -1)
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{
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return NullVfx.GetInstance();
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}
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}
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