feat(battle-engine): full View/VFX/UI/Touch/Story type closure (4254->3916, unmasked)
Generate no-op shells for the entire stop-listed View/Vfx/UI/Touch/Story missing- type closure (~180 types) + 5 copyable engine files. Net-new shells emitted base-less, so override members are stripped via the new --no-override generator flag. SDK/BCL over-reach (Adjust/GZipStream/Socket*) and non-battle Story-world clusters reduced to minimal/empty stubs instead of full-surface. Nested-type closure (BuildInfo/BattleDialog/ ROOM_URI/FuncGetCantAttackText) placed top-level in their decomp namespaces. Clearing the last View CS0115 unmasked the true member-level frontier: 3916 errors, 0 generated/structural errors, now dominated by Unity-type + god-object members. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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SVSim.BattleEngine/Shim/Generated/ReturnCardVfx.g.cs
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SVSim.BattleEngine/Shim/Generated/ReturnCardVfx.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\ReturnCardVfx.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Wizard.Battle.Resource;
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namespace Wizard.Battle.View.Vfx
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{
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public partial class ReturnCardVfx
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{
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private const float cardWidth = 200f;
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private const float enemyCenterY = -225f;
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private const float enemyCenterZ = -135f;
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private const float playerCenterY = 55f;
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private const float playerCenterZ = -135f;
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private const float topY = -40f;
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private const float topZ = -130f;
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private const float bottomY = -40f;
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private const float bottomZ = -80f;
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public ReturnCardVfx(List<BattleCardBase> playerCardsToReturn, List<BattleCardBase> enemyCardsToReturn, IBattleResourceMgr resourceMgr) { }
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protected VfxBase CreateInPlayToHandCardVfx(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected VfxBase CreateReturnEffectVfx(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected VfxBase CreateLineUpCardsVfx(List<BattleCardBase> playerCardsToReturn, List<BattleCardBase> enemyCardsToReturn) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected VfxBase CreateLineUpSingleRowVfx(List<BattleCardBase> cardsToReturn, float yCoord, float zCoord, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected float CalculateXCoordInRow(int indexInLine, int totalNumberOfCardsInLine, bool isPlayer) => default!;
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protected VfxBase CreateReturnCardsToHandVfx(List<BattleCardBase> playerCardsToReturn, List<BattleCardBase> enemyCardsToReturn) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected VfxBase NormalImageChangeVfx(BattleCardBase card, IBattleResourceMgr resourceMgr) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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}
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}
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