Add Prettier and ESLint tooling (Refs #77)
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@@ -21,14 +21,14 @@ its own.
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## Scope and defaults
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| Area | First release |
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| --- | --- |
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| Leaderboard periods | All time, This week, and This month, with previous/next period navigation. Keep All time as the default. |
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| Calendar | Weeks start Monday at 00:00 UTC; months start on the first at 00:00 UTC. Show the boundaries explicitly. Personal timezone preferences format timestamps without changing competition membership. |
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| Personal bests | Highest round, best game kills, and highest reported score, compared within the same game and map variant. |
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| Sharing | A preview and PNG download for a match summary or one player's result, plus an authenticated match link. Native device sharing is an optional enhancement with download/copy fallbacks. |
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| Visual direction | Existing dark surfaces, electric-blue accent, typography, and brand mark, extended with original SVG map emblems and consistent game/status treatments. |
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| Initial visual coverage | Fleet, server detail, Autoscaling, provisioning and host operation history, player highlights, and match/share cards. |
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| Area | First release |
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| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| Leaderboard periods | All time, This week, and This month, with previous/next period navigation. Keep All time as the default. |
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| Calendar | Weeks start Monday at 00:00 UTC; months start on the first at 00:00 UTC. Show the boundaries explicitly. Personal timezone preferences format timestamps without changing competition membership. |
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| Personal bests | Highest round, best game kills, and highest reported score, compared within the same game and map variant. |
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| Sharing | A preview and PNG download for a match summary or one player's result, plus an authenticated match link. Native device sharing is an optional enhancement with download/copy fallbacks. |
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| Visual direction | Existing dark surfaces, electric-blue accent, typography, and brand mark, extended with original SVG map emblems and consistent game/status treatments. |
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| Initial visual coverage | Fleet, server detail, Autoscaling, provisioning and host operation history, player highlights, and match/share cards. |
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Season rewards, player-account linking, public profile/match pages, notification
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subscriptions, rank-change tracking, custom themes, and photographic map artwork
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@@ -212,13 +212,13 @@ styling, and document their use.
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### Information order and status consistency
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| Surface | Presentation changes |
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| --- | --- |
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| Fleet cards | Map/lobby/game first; health, player count, and round next; roster and match duration below; lower-priority timing and technical identity in supporting details. Preserve compact empty cards, search, pins, table mode, and the match spotlight. |
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| Server detail | Add map/game identity to the shared header with health. Keep player counts, round, and timing in the Live content so Configuration and Diagnostics remain focused on their task. |
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| Autoscaling | Use shared identity and mode badges, a compact count strip, and a prominent current decision/blocker. Keep per-map targets, Off/On setting, ownership, global pause, and unsettled operations visible. Reuse existing evidence/history disclosures. |
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| Provisioning and host operations | Use consistent labels and status components while preserving action, target, result, elapsed time, and specific wait reasons. Put long IDs, source paths, and low-level metadata behind explicit details/copy controls. |
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| Player and match results | Reuse map identity and achievement treatment across profile highlights, match results, and downloaded cards. Distinguish a current record from a record earned at that time. |
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| Surface | Presentation changes |
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| -------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| Fleet cards | Map/lobby/game first; health, player count, and round next; roster and match duration below; lower-priority timing and technical identity in supporting details. Preserve compact empty cards, search, pins, table mode, and the match spotlight. |
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| Server detail | Add map/game identity to the shared header with health. Keep player counts, round, and timing in the Live content so Configuration and Diagnostics remain focused on their task. |
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| Autoscaling | Use shared identity and mode badges, a compact count strip, and a prominent current decision/blocker. Keep per-map targets, Off/On setting, ownership, global pause, and unsettled operations visible. Reuse existing evidence/history disclosures. |
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| Provisioning and host operations | Use consistent labels and status components while preserving action, target, result, elapsed time, and specific wait reasons. Put long IDs, source paths, and low-level metadata behind explicit details/copy controls. |
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| Player and match results | Reuse map identity and achievement treatment across profile highlights, match results, and downloaded cards. Distinguish a current record from a record earned at that time. |
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Align status presentation by meaning, while preserving domain-specific labels.
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For example, `StatusPip` currently colors starting/provisioning amber while shared
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@@ -238,15 +238,15 @@ Complete, validate, and commit each phase before starting the next. Finish the
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player-achievement workstream before starting the visual refresh. Commit any
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unrelated fix separately.
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| Phase | Reviewable result | Acceptance gate |
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| --- | --- | --- |
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| A1 Completion time and period queries | Stable completion field/migration, period parsing, scoped ranking/evidence/profile queries, and cache keys. | Boundary, correction, qualification, and all-time compatibility tests pass; query plans and representative timing are recorded. |
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| A2 Period navigation | Week/month controls, history navigation, period metadata, profile context, and stable share URLs. | Direct links, back/forward, rollover, empty periods, and inspection-preserving refresh work on desktop and mobile. |
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| A3 Personal best highlights | Derived milestones, profile section, and match annotations. | Strict improvements, ties, first results, variants, corrections, and undated history behave as specified; long player histories remain practical. |
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| A4 Result sharing | Accessible preview, PNG download, authenticated copy-link action, and supported native sharing. | Export matches the preview, contains only selected result data, handles long/incomplete data, and works after live-server deletion. Update leaderboard documentation and commit the completed workstream. |
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| B1 Shared visual identity | Original emblems, resolver, game labels, achievement tokens, and usage guidance. | Every map selection resolves correctly or falls back; no misleading variant, color-only meaning, or missing-asset layout shift. |
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| B2 Fleet and operational presentation | Apply identity/hierarchy/status rules to Fleet, server detail, Autoscaling, provisioning, and host operation history. | Existing actions and critical states remain visible and usable; no new polling or behavior changes. |
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| B3 Player presentation and review | Apply the shared visual identity to player highlights, match pages, and export layouts; refresh documentation images. | Complete the visual/accessibility review and update UI guidance, then commit the completed workstream. |
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| Phase | Reviewable result | Acceptance gate |
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| ------------------------------------- | --------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| A1 Completion time and period queries | Stable completion field/migration, period parsing, scoped ranking/evidence/profile queries, and cache keys. | Boundary, correction, qualification, and all-time compatibility tests pass; query plans and representative timing are recorded. |
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| A2 Period navigation | Week/month controls, history navigation, period metadata, profile context, and stable share URLs. | Direct links, back/forward, rollover, empty periods, and inspection-preserving refresh work on desktop and mobile. |
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| A3 Personal best highlights | Derived milestones, profile section, and match annotations. | Strict improvements, ties, first results, variants, corrections, and undated history behave as specified; long player histories remain practical. |
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| A4 Result sharing | Accessible preview, PNG download, authenticated copy-link action, and supported native sharing. | Export matches the preview, contains only selected result data, handles long/incomplete data, and works after live-server deletion. Update leaderboard documentation and commit the completed workstream. |
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| B1 Shared visual identity | Original emblems, resolver, game labels, achievement tokens, and usage guidance. | Every map selection resolves correctly or falls back; no misleading variant, color-only meaning, or missing-asset layout shift. |
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| B2 Fleet and operational presentation | Apply identity/hierarchy/status rules to Fleet, server detail, Autoscaling, provisioning, and host operation history. | Existing actions and critical states remain visible and usable; no new polling or behavior changes. |
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| B3 Player presentation and review | Apply the shared visual identity to player highlights, match pages, and export layouts; refresh documentation images. | Complete the visual/accessibility review and update UI guidance, then commit the completed workstream. |
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## Validation
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