Add battlefield visuals and camp talk slice
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- Mid-battle map/action events have a first action system with movement ambushes and scripted unit withdrawals.
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- Opening battle dialogue exists through event actions.
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- Post-battle dialogue exists before the victory result panel.
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- Pre-battle camp dialogue can be launched from the briefing Talk button, and shops can show merchant flavor lines.
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- Reinforcements, scripted unit withdrawals, objective changes with HUD/log feedback, and item/gold pickup events exist in a basic form.
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- Post-battle reward save, campaign choice flags, first flag-driven briefing/shop/event branches, sectioned result summaries, and choice reward previews exist in a basic form. Richer reward screens and wider branch support are still planned.
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## Milestone 5: Presentation
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- Portrait pipeline. Officer definitions can provide default portrait paths, dialogue lines can override them, battle HUD thumbnails reuse them for selected or hovered units, missing art falls back to speaker initials, and the first seven AI-generated photorealistic officer portraits are in `art/portraits`.
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- Unit sprites and animations. Board movement now has a short slide animation, and board units show low-HP warning rings plus small status pips for active support, debuff, poison, seal, snare, and disarm effects, with HUD summaries showing remaining phases.
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- Portrait and art pipeline. Officer definitions can provide default portrait paths, classes can provide board `sprite` paths, items can provide `icon` paths, scenarios can provide map `background` paths, and the first generated officer portraits, unit sprites, item icons, and battlefield background are in `art/`.
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- Unit sprites and animations. Board movement now has a short slide animation, attacks request a short strike animation, and board units show class sprite tokens, team rings, class badges, low-HP warning rings, and small status pips for active support, debuff, poison, seal, snare, and disarm effects, with HUD summaries showing remaining phases.
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- Battlefield presentation. Maps can draw a high-resolution background under translucent terrain overlays, with first terrain-specific detail patterns for plains, forest, hill, road, water, and castle cells.
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- Battle effects. First floating combat text now covers damage, recovery, misses, support effects, poison ticks, item and gold pickups, AI target-focus changes, level-ups, and promotions. Hover target preview badges summarize attacks, tactics, and items, and the board can overlay enemy threat ranges with physical damage and hostile tactic hints.
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- Music and sound. Basic placeholder BGM and SFX now play for menus, battle flow, unit actions, tactics, items, and result states.
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- Chapter UI, objective presentation, and visual novel scenes. Pre-battle briefing now uses campaign chapter ranges for chapter-aware numbering, has a chapter progress/replay overview plus objective/progress/risk tracker, active battle HUD shows the same live objective panel, and dialogue lines can choose left or right portrait placement in an expanded portrait dialogue panel with progress and previous-line controls.
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