Adds src/index.css with body bg #1a1a1a + serif color #e8e0d0 + zero
margin + 100vh min-height + #game-container flex centering, imported
once from src/main.tsx so Vite bundles it into the entry chunk. Closes
G1 first-impression UX gap from 2026-05-09 live UAT — the dark canvas
no longer floats in a sea of white.
Phase 3 (Watercolor & Cello) layers a painted treatment over this base
without changing the structural intent. No new npm dependencies, no
painted assets.
Vitest smoke: 6/6 cases green via file-read assertion (jsdom does not
bundle CSS imports; the Playwright e2e in Task 5 proves end-to-end that
the bundled CSS actually applies in a real browser).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- src/ui/settings/compost-toast.tsx: thin transient toast (D-07,
GARD-04). Reads a rotating line from uiStrings[1].post_harvest_beat
on each compost dispatch; fades out after 3.5s. Co-located with
PersistenceToast as the plan specified ('folded into the persistence-
toast UI surface').
- src/store/session-slice.ts: compostBeatTick monotonic counter +
bumpCompostBeat action. Counter (vs boolean) ensures consecutive
composts re-fire the toast without dedup.
- src/game/scenes/Garden.ts: handleTilePointerDown's compost branch
calls bumpCompostBeat after enqueueCommand.
- src/App.tsx: mounts <CompostToast />.
- 4 new compost-toast tests; 312/312 vitest green; e2e still 1.6s
green; npm run ci exits 0.
Implementation choice (per plan 'surfaced in SUMMARY'): minimum-viable
toast surface chosen over the Ink runtime path. The Ink-authored
compost-acknowledgements.ink content remains compiled + runtime-
loadable via loadInkStory + InkRenderer, so a future plan can swap
this component for the richer voice without touching sim or store.
- tests/e2e/season1-loop.spec.ts: PIPE-07 smoke covering load → Begin
→ plant rosemary → fast-forward FakeClock 3min → harvest →
fragment-reveal modal → close → journal-icon visible → open journal
→ fragment present → reload page → fragment persists. Sidesteps
Phaser canvas pixel-clicking via window.__tlgStore command dispatch
(test-only window slot, production-guarded by import.meta.env.PROD).
- playwright.config.ts: bumped webServer timeout 30s → 60s for cold
Vite startup; pinned port 5273 + --strictPort to avoid collisions
with other dev servers on the user's machine; reuseExistingServer
false so the spec always starts a fresh Vite against this project.
- package.json: added test:e2e script (npx playwright test). Not
added to npm run ci — Playwright is slower than Vitest; manual run
before /gsd-verify-work + future v1 release pipeline.
- src/content/loader.ts (Rule 3 — Blocking): replaced gray-matter
with a 15-line parseFrontmatter helper. gray-matter pulls in Node's
Buffer global which is undefined in Vite's browser bundle; the
build emits a 'Module "buffer" externalized' warning that masks
the runtime ReferenceError. Surfaced under Vite dev mode while
running the e2e — Plan 02-03's Markdown loader path (lura-first-
letter.md + winter-rose-night.md) was effectively broken in real
browsers since shipping. parseFrontmatter handles the strict
'---<yaml>---<body>' shape the .md fragments use; bundle dropped
from 2.2MB to 1.9MB as a side effect of dropping the unused dep.
- deferred-items.md: tracks the gray-matter package.json cleanup
(the dep is now unused but kept in package.json for now, scoped
out of this plan).
- npx playwright test exits 0 (1 spec, 1.5s test runtime); npm run
ci exits 0; 308/308 vitest still green. PIPE-07 satisfied
end-to-end.
- src/sim/offline/: OfflineEventBlockSchema (Zod) + EMPTY_OFFLINE_EVENTS
+ aggregateOfflineEvent pure aggregator (D-19); 14 tests green
- src/sim/garden/auto-harvest.ts: autoHarvestReadyPlants silent-mode
branch (D-10); reuses harvest() pipeline so selector + Pitfall 10
unlocks + STRY-10 Lura gate all run identically; BLOCKER 3 invariant
preserved (no lastTickAt writes); 7 tests green
- simulateOneTick: ctx.silent triggers auto-harvest sweep before tick
increment; active-play path unchanged (silent defaults false)
- content/dialogue/season1/letter-from-the-garden.ink: authored skeleton
with VAR plants_bloomed / fragment_titles / lura_was_here per D-17/D-18;
bible voice, anti-FOMO compliant, 24h cap silent in voice (D-11)
- ink-loader: loadInkStory union extended with letter-from-the-garden;
separate letterStoryGlob for lazy code-split chunk; INK_VARIABLE_MAP
gains plants_bloomed / fragment_titles / lura_was_here slots reading
from session.pendingLetterEventBlock
- src/ui/letter/letter-renderer.ts: pure buildLetterSlots helper —
prefers fragment first-sentence body for tonal weight, slugified-id
fallback; 10 tests green
- npm run compile:ink emits 5 .ink.json files (was 4); Vite emits the
letter as a separate lazy chunk (letter-from-the-garden.ink-*.js)
- 295/295 tests green (was 264; +31 new); npm run ci exits 0
- src/ui/dialogue/ink-runtime.ts: thin wrapper around inkjs Story —
nextLine() with text-message cadence (1500ms base + 20ms/char, capped
at 4000ms), skipDelay() for tap-to-advance, choice surface forwarded
to ChooseChoiceIndex. Constants exported for Plan 02-05's UX-05
reduced-motion hook + playtest tuning.
- src/ui/dialogue/ink-runtime.test.ts: 7 cases pinning the cadence
bounds, skipDelay one-shot semantics, choice forwarding (uses
vi.useFakeTimers() to validate timing without wall-clock waits).
- src/ui/dialogue/ink-renderer.tsx: drips lines into the DOM as the
runtime yields them; userSelect: 'text' for MEMR-05 copy-paste;
click-anywhere skip; choice buttons stop event propagation.
- src/ui/dialogue/LuraDialogue.tsx: D-15 — full-screen DOM overlay
driven by dialogueOverlayOpen + luraBeatProgress.pending. Loads the
compiled Ink JSON via loadInkStory, binds variables from store
snapshot, ChoosePathString into the named knot ('arrival'/'mid'/
'farewell'), then runs InkRenderer. Close button calls
resolvePendingLuraBeat to mark visited and clear pending.
- src/ui/dialogue/LuraDialogue.test.tsx: 6 cases — closed-state null,
dialog renders on open+pending, Close fires resolvePendingLuraBeat
for all three beats, loadInkStory called with correct beat name +
knot. Mocks the loadInkStory + ink-runtime layer to keep happy-dom
out of inkjs internals (Plan 02-05 e2e exercises the live path).
- src/render/garden/gate-renderer.ts: drawGate() + updateGateIndicator()
— Phaser primitive gate (body / glow / hit) at canvas (880, 384).
Glow alpha-pulses via Sine-yoyo tween when isPending=true; idempotent.
- src/game/scenes/Garden.ts: gate added in create(); pointerdown
dispatches setDialogueOverlayOpen(true) only when a beat is pending.
storeUnsubscribe also drives updateGateIndicator on luraBeatProgress
changes. update() loop now calls simAdapter.applyLuraProgress when
the sim's luraBeatProgress differs from the store's so harvests
trigger the gate indicator. destroy() cleans up the gate's tween.
- src/App.tsx: <LuraDialogue /> mounted as DOM sibling of PhaserGame.
- src/ui/index.ts + src/render/garden/index.ts: re-exports.
13 new tests across dialogue layer; 264/264 total green; npm run ci
exits 0; Vite emits 4 lazy ink-*.js chunks (compiled JSON code-split
per file); ESLint sim-purity rule still green (sim/narrative imports
no inkjs).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- src/sim/narrative/beat-queue.ts: LuraBeatId / LuraBeatProgress contracts
matching V1Payload.luraBeatProgress + NarrativeSlice; INITIAL frozen.
- src/sim/narrative/lura-gate.ts: LURA_BEAT_THRESHOLDS = {1: arrival,
4: mid, 8: farewell}; advanceLuraBeatProgress / resolvePendingLuraBeat /
isLuraBeatPending — pure, no inkjs import, no Date.now (sim-purity rule
green). The gate counts harvest events, never wall-clock time, so STRY-10
holds.
- src/sim/narrative/lura-gate.test.ts: 17 cases including the load-bearing
STRY-10 case (24 hours of FakeClock advance with 0 harvests leaves all
flags + pending false). Pitfall 10 boundaries pinned at 3/4/5 and 7/8/9.
pending-set-already + already-visited carry-throughs covered.
- src/sim/garden/commands.ts: harvest() now calls advanceLuraBeatProgress
AFTER the harvest commit (Pitfall 10 — same-tick boundary). The new
luraBeatProgress field flows through the returned SimState and into the
store via the existing Garden.update() path.
- src/sim/garden/commands.test.ts: +5 cases pinning the harvest → beat
gate edges (1st→arrival, 4th→mid, 8th→farewell, between-threshold
no-fire, pending preservation when player hasn't visited).
- src/sim/index.ts: re-export ./narrative.
67/67 sim tests green; npm run lint + build exit 0.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- scripts/compile-ink.mjs: build-time inklecate runner using bundled binary
(BLOCKER 4 — uses node_modules/inklecate/bin, not stale -windows/-mac path strings).
Assumption A6 verified first-try on Windows; the same binary path resolution
works on macOS + Linux per the wrapper's own getInklecatePath convention.
- scripts/compile-ink.test.mjs: 3 Vitest cases proving the compiler runs +
emits valid JSON with inkVersion. wipe=false for the test path so it can
run in parallel with the ink-loader test without racing on the wipe step.
- 4 Season-1 .ink files authored in voice (Lura warmth-anchor, gardener-keeper
for compost): lura-arrival.ink, lura-mid.ink, lura-farewell.ink,
compost-acknowledgements.ink (rewrite of Plan 02-03 scaffolded version into
VAR-driven branch shape consumable by the runtime).
- src/content/ink-loader.ts: loadInkStory + bindGardenStateToInk +
INK_VARIABLE_MAP. Centralized snake_case slot mapping per Pitfall 4. UTF-8
BOM stripped before Story instantiation.
- src/content/ink-loader.test.ts: 8 cases — Story instantiation for all 4
beats, fragment_count binding, Pitfall 4 snake_case enforcement, silent
skip for stories missing declared vars.
- package.json: build now runs compile:ink first; ci chain runs compile:ink
before test so ink-loader.test.ts's precondition check passes.
- .gitignore: src/content/compiled-ink/ excluded (regenerated on every build).
npm run ci exits 0; 11 new tests green (228 total).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Task 2 of Plan 02-03: ship the Memory Journal UI surfaces (D-23/D-24/D-25)
and wire harvest + compost pointer events through the Garden scene to the
sim → store → React reveal flow.
src/ui/journal/ (new module):
- Journal.tsx — full-screen modal (D-24); fragments grouped by Season;
DOM-rendered text with userSelect: text per MEMR-05; reads
harvestedFragmentIds from the store; resolves ids against the eager
`fragments` corpus (defensive — unresolvable ids skip silently).
- FragmentRevealModal.tsx — D-25 active-play reveal modal; backdrop click
+ inner Close button dismiss; event.stopPropagation on the article
body so clicking inside the text doesn't dismiss; defensive silent
dismiss on unresolvable id.
- journal-icon.tsx — D-23 + D-29 corner affordance; gated by
selectJournalRevealed (`harvestedFragmentIds.length > 0`); local open
state (no store pollution); 'j' hotkey deferred to Plan 02-05.
- index.ts — barrel.
- 16 new Vitest cases across 3 test files (Journal: 7 / FragmentRevealModal:
6 / journal-icon: 3); all green.
src/App.tsx — mount FragmentRevealModal + JournalIcon as DOM siblings of
PhaserGame.
src/ui/index.ts — re-export ./journal.
src/game/scenes/Garden.ts — harvest/compost pointer flow:
- create() builds a SimContext from the eager `fragments` corpus filtered
to Season 1; passed to every simulateOneTick call (Phase 4+ should swap
to await loadSeasonFragments(currentSeason) when Season transitions land).
- handleTilePointerDown branches on tile state: empty → seed picker
event; ready plant → enqueue 'harvest' command; immature plant → enqueue
'compost' command (TODO Plan 02-04: render the Ink-authored compost
acknowledgement beat from compost-acknowledgements.ink).
- update() detects newly-appended harvestedFragmentIds and sets
fragmentRevealId so the reveal modal pops with the new fragment text.
- BLOCKER 3 invariant preserved — sim writes tickCount, never lastTickAt.
content/dialogue/season1/compost-acknowledgements.ink — authored content
for the GARD-04 + D-07 compost beat. 6 short lines in the gardener-keeper
voice (NOT Lura — she's the warmth anchor; the garden's voice is the
contrast). Plan 02-04 wires the inkjs runtime; Plan 02-03 ships the
content so the writer can iterate independently.
214/214 tests green (was 163; +51 new this plan); npm run lint exits 0;
npm run ci exits 0; npm run build exits 0 with the expected
INEFFECTIVE_DYNAMIC_IMPORT warnings (eager `fragments` export still
imports the Season-1 yaml/md statically alongside the lazy
loadSeasonFragments path — documented in 02-02-SUMMARY.md).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- eslint.config.js block 3: no-restricted-syntax bans Date.now() and
setInterval() inside src/sim/**, with src/sim/scheduler/clock.ts as
the single allowed wall-clock owner (CONTEXT D-33, RESEARCH Pitfall 1)
- date-now-violator.ts deliberate-violation fixture (excluded from
default lint by Block 1's top-level ignores; the programmatic ESLint
test passes ignore: false to override)
- lint-firewall.test.ts gains 2 new cases: positive (rule fires on
violator) + negative (rule does NOT fire on clock.ts the one exception)
- Existing CORE-10 firewall test left untouched and remains green
- Zustand 5 vanilla createStore composes 4 slices (garden / memory /
narrative / session); useAppStore React hook re-renders on selector
change; getState() works without React (Phaser ↔ React bridge per D-32)
- simAdapter exposes drainCommands / applyTilesAndUnlocks /
applyHarvestedFragments / applyLuraProgress / applyTickCount; sim
never imports the store (CORE-10)
- V1Payload extended in place per D-34: tickCount (BLOCKER 3 monotonic
counter), unlockedPlantTypes, luraBeatProgress, offlineEvents,
settings.persistenceToastShown — CURRENT_SCHEMA_VERSION stays 1, no
migrations[2] sneaked in (regression-defense test pins this)
- migrations[1] populates all new field defaults; tickCount: 0 means
fresh sims always start at sim-tick 0
- registerSaveLifecycleHooks (UX-10): visibilitychange→hidden,
beforeunload, plus saveOnSeasonTransition() — Vitest covers all three
- Phaser EventBus singleton seeded per the Phaser 4 React-template pattern
- Install @testing-library/react as devDep so the React-hook test can
exercise the real renderHook surface
- 27 new tests across store / migrations / lifecycle all green; full
npm run ci is 126/126
src/save/ now contains 7 production files + 7 test files. The .gitkeep
firewall marker exists only to make empty directories trackable in git;
it can be retired once the directory has real content (per Plan 01-01
SUMMARY's pattern — 'firewall-as-directory pattern').
- codec.ts: exportToBase64 / importFromBase64 via lz-string with
MAX_IMPORT_BYTES=50MB DoS cap (T-01-02 in plan threat model); import
validates against SaveEnvelopeSchema before returning. lz-string sync
caveat documented per RESEARCH Pitfall 5 (Web Worker mitigation deferred
to Phase 8 per CONTEXT D-09)
- index.ts: 14 public re-exports — the only entry point Phase 2 should
import from. Includes the LocalStorageDBAdapter class so consumers can
type-check the fallback path explicitly if needed
[Rule 1 - Bug] Build was failing because the original SaveDB type was a
union (IDBPDatabase<SaveDBSchema> | LocalStorageDBAdapter) — TypeScript
cannot resolve method calls through a union when each branch has
differently-shaped overloads ('no compatible signature' on every db.put).
Fixed by:
- Defining SaveDB as a single common-contract interface that both
backends MUST satisfy (get/put/delete/getAll/transaction with
conditional-type RecordOf<S> return values)
- Hoisting the canonical SavedRecord/SnapshotRecord/StoreName types
into db-localstorage-adapter.ts (lower-level module) and re-exporting
them from db.ts to avoid a circular import
- Casting the idb-returned IDBPDatabase to SaveDB at the open-call
boundary (the casts are isolated to openSaveDB; Phase 2 only sees
the SaveDB interface)
- Promoting SnapshotEntry to a type-alias of SnapshotRecord so
snapshots.ts no longer redeclares the shape and can rely on
canonical types
Tests: 36/36 pass under 'npx vitest run src/save/' (full suite incl
sentinel: 37/37). 'npm run build' exits 0 under TypeScript strict.
'npm run lint' is not invoked here because Plan 02 (eslint-firewall) has
not landed yet — the lint script will fail until it does, by design per
the Plan 01-01 SUMMARY ('Plan 02 owns it').
- round-trip.test.ts (3 tests): full pipeline EXPORT -> IMPORT -> MIGRATE
-> WRAP -> UNWRAP -> IDB PUT -> IDB GET exercising every save layer
file end-to-end (CORE-09 + CORE-04 + CORE-06 + CORE-07); plus DoS-cap
rejection at MAX_IMPORT_BYTES + 1; plus malformed-Base64 rejection
RED phase per TDD plan-level gate. Tests fail because codec.ts does not
exist yet.
- db.ts: openSaveDB() opens IndexedDB ('tlg-save', v1) with two object
stores (saves singleton + save_snapshots keyed); on openDB rejection
(private mode, blocked, quota exceeded) falls back to LocalStorageDBAdapter
per CORE-04 contract
- db-localstorage-adapter.ts: ~110-LoC adapter exposing the same minimal
get/put/delete/getAll/transaction surface as idb's IDBPDatabase, namespaced
under tlg.saves.<id> and tlg.save_snapshots.<id>; transaction() shim
proxies straight through (localStorage has no real transactions)
- snapshots.ts: snapshot(envelope) writes to save_snapshots and prunes to
RETAIN=3 newest by savedAt descending (CORE-08); listSnapshots() returns
newest-first; entropy suffix on snapshot IDs avoids same-ms collisions
- persist.ts: requestPersistence() returns {granted, apiAvailable} for all
4 navigator.storage scenarios per CORE-05 + RESEARCH Pitfall 2
Test infra fixes: snapshots.test.ts and db.test.ts cannot deleteDatabase
between tests because openSaveDB leaves an open connection that idb caches
(deleteDatabase blocks indefinitely). beforeEach instead clears store
contents directly. The fallback test calls vi.resetModules() BEFORE
vi.doMock('idb') so the freshly-imported db.ts picks up the rejecting
openDB stub, and re-imports LocalStorageDBAdapter from the same module
graph so instanceof checks against the same class identity.
Tests: 12/12 pass (npx vitest run src/save/db.test.ts
src/save/snapshots.test.ts src/save/persist.test.ts).
Full save suite: 33/33 pass (Task 1 + Task 2 combined).
TypeScript-strict; no 'any' in production code (CLAUDE.md).
- src/sim/__test_violation__/violator.ts deliberately imports from
src/render/__firewall_target__.ts to trigger the firewall rule.
- src/sim/__test_violation__/lint-firewall.test.ts runs ESLint
programmatically (with ignore: false) against the violator and
asserts boundaries/element-types fires with severity=error and the
message mentions both 'sim' and 'render'.
- src/render/__firewall_target__.ts is a minimal export so the
boundaries plugin can resolve the import to a real path on disk.
Without a real target, the plugin marks the import as isUnknown
and silently skips the rule (verified empirically; see SUMMARY).
- eslint.config.js gains an import/resolver: typescript block so the
TS-aware resolver follows extension-less imports
('../../render/foo' -> src/render/foo.ts). Required by the
boundaries plugin's element classification of import targets.
- tsconfig.app.json excludes *.test.ts and src/sim/__test_violation__/
so 'tsc -b' does not try to typecheck Node-API-using test code with
the DOM-only project's lib settings; vitest still discovers them
via its own include glob.
- Added eslint-import-resolver-typescript as devDep.
Verifies green:
npm run lint -> 0 errors, 0 warnings (violator excluded)
npm test -> 2/2 pass (sentinel + firewall)
npm run build -> tsc -b clean, vite build clean
npx eslint --no-ignore src/sim/__test_violation__/violator.ts
-> exits 1 with the expected
boundaries/element-types error
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- db.test.ts (4 tests): IDB-primary path opens both stores + round-trips
saves and save_snapshots; localStorage-fallback path via vi.doMock('idb')
asserts LocalStorageDBAdapter is returned and tlg.saves.main is written
- snapshots.test.ts (4 tests): basic put + listSnapshots, empty store
returns [], CORE-08 5-then-3 retention with newest-first ordering, and
pruned entries are oldest by savedAt
- persist.test.ts (4 tests): all 4 navigator.storage scenarios per
CORE-05 + RESEARCH Pitfall 2 (granted true / false / throws / missing)
RED phase per TDD plan-level gate. Tests fail because db.ts / snapshots.ts /
persist.ts / db-localstorage-adapter.ts do not exist yet.
- 2 happy-path tests: empty globs, valid YAML round-trip
- 3 throw assertions covering the schema-violation matrix:
* numeric id (violates stable-string-ID rule)
* season out of [0,7] range
* Markdown frontmatter missing required id
- All 5 tests pass; full Phase-1 suite remains green
- Proves the throws that fail npm run build at module-eval time
- vitest.config.ts: happy-dom environment (so Plan 03's IndexedDB tests
can layer fake-indexeddb on top of happy-dom's window per RESEARCH);
passWithNoTests:false enforces RESEARCH CI Pitfall B (a green CI run
must mean tests *ran*, not 'no tests existed'); include glob covers
src/**/*.test.ts(x) and scripts/**/*.test.mjs.
- playwright.config.ts: testDir 'tests/e2e' (not yet created — first spec
lands in Phase 2 PIPE-07); webServer config wires npm run dev so smoke
tests can self-start the dev server; baseURL pinned to vite default.
- src/__sentinel__.test.ts: a single test asserting 1+1===2 AND that
globalThis.window exists, proving the runner is wired and happy-dom is
active. To be deleted once real tests exist (Plan 03 onward).
- npm test → 1 file, 1 test passed in 593ms.
- npx playwright --version → Version 1.59.1 (matches RESEARCH lock).
- Built equivalent React + Vite + TypeScript scaffold by hand because the official
npm create @phaserjs/game@latest scaffolder is interactive-only and the documented
--template/--yes flags are ignored (verified 2026-05-08 with create-game v1.3.2).
Plan Step 1 explicitly authorizes this fallback. Resulting tree mirrors the
official template shape: index.html, src/main.tsx, src/App.tsx, src/PhaserGame.tsx,
src/game/main.ts, src/game/scenes/Boot.ts.
- Installed Phase-1 production deps at versions verified in RESEARCH.md:
phaser@4.1.0, react@19.2.6, react-dom@19.2.6, idb@8.0.3, lz-string@1.5.0,
zod@4.4.3, crc-32@1.2.2, gray-matter@4.0.3, yaml@2.8.4, inkjs@2.4.0.
- Installed Phase-1 dev deps: vite@8.0.11, @vitejs/plugin-react@6.0.1,
typescript@6.0.3, @types/react@19, @types/react-dom@19, @types/node@22,
vitest@4.1.5, @vitest/ui, happy-dom, fake-indexeddb@6 (for Plan 03 IDB tests),
@playwright/test@1.59.1, eslint@9, eslint-plugin-boundaries@6.0.2, inklecate@1.8.1.
- Created the seven architectural-firewall directories under src/ with .gitkeep
markers (sim, render, ui, save, content, audio, store) — siblings to the
template-provided src/game/ — so Plan 02's ESLint boundaries rule has clean
targets per CLAUDE.md 'Architectural Firewall'.
- Created repo-root /content/ (with /dialogue/ and /seasons/ subdirs) and /assets/
trees per CONTEXT D-11, D-12.
- Pre-declared all downstream-required scripts in package.json so Plans 02–06 only
edit code, not script keys: dev, build, preview, lint (--max-warnings 0 per
RESEARCH CI Pitfall C), test (--passWithNoTests=false per CI Pitfall B),
test:watch, validate:assets, compile:ink (no-op stub for Phase 1; Phase 2
replaces with real inklecate invocation), ci.
- TypeScript strict mode enforced via tsconfig.json + tsconfig.app.json + tsconfig.node.json.
- npm run build succeeds (tsc -b && vite build) producing dist/index.html and
dist/assets/index-*.js (~1.5MB Phaser bundle; code-splitting deferred to Phase 2+
when actual scenes exist).