Add generated header to post-move commands
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@@ -66,6 +66,8 @@ The battle scene owns presentation feedback: briefing and result states use menu
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Movement audio is keyed from `BattleState.unit_motion_requested` rather than movement log text, so future log cleanup does not mute board feedback.
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Board-attached post-move command panels use generated command-seal frames, a seal-numbered header, and a generated move icon so the local action palette reads as a visual control surface instead of a text menu.
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Large tactical maps are presented through a fixed visible map window rather than by shrinking the whole board, including the opening chapter-one battle. `BattleScene` keeps a clamped `board_scroll_offset`, scrolls the board while the mouse is near or slightly outside the visible map edge, brightens the scrollable frame edge under the cursor, ignores board clicks outside the visible map window, and draws a small minimap plate only when the board actually exceeds the visible map view; the minimap shows terrain, unit dots, objective seals, and side-event markers, and clicking or dragging it recenters the tactical viewport, while compact maps keep the lower-right tiles unobstructed. Board-attached command panels are repositioned after map scrolling so post-move choices stay beside the moved unit. Battle start focuses the board on the deployed player group, pre-battle Formation can focus the board on the selected unit even before the battle opens, and action feedback can focus the board on off-screen cells before motion or combat effects play.
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The `New Campaign` button clears `user://campaign_save.json`, resets campaign state to the first scenario, and reloads the opening briefing.
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