feat: improve tactical audiovisual clarity
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@@ -14,6 +14,8 @@ assert.match(tickStatuses, /const visibleOnMap = this\.isTileVisible\(unit\.x, u
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assert.match(tickStatuses, /if \(visibleOnMap\)\s*\{\s*this\.showMapResultPopup/s);
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assert.match(tickStatuses, /if \(visibleOnMap\)\s*\{\s*this\.flashDamage/s);
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assert.match(tickStatuses, /if \(playCue && burnTicked\)\s*\{\s*soundDirector\.playBurnTickCue\(\)/s);
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assert.match(tickStatuses, /offscreenBurnSources\.push/);
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assert.match(tickStatuses, /showOffscreenBurnCaption/);
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assert.equal(countMatches(tickStatuses, /soundDirector\.playBurnTickCue\(\)/g), 1, 'a direct status tick must play one cue per faction batch');
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const endAllyTurn = privateMethodBody(battleSource, 'endAllyTurn');
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@@ -27,7 +29,12 @@ const turnStartCue = privateMethodBody(battleSource, 'playTurnStartFeedbackCue')
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assert.match(body, /resolveBattleOutcomeIfNeeded\(statusOutcomeDelayMs\)/);
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assert.match(body, /statusResult\.burnTicked[\s\S]*playBurnTickCue\(\)/, 'lethal burn must retain its cue before an early return');
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});
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const cuePriorityMarkers = ['if (operationCuePlayed)', 'if (burnTicked)', 'if (recoveryApplied)', "if (faction === 'ally')"];
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const cuePriorityMarkers = [
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'if (operationCuePlayed)',
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'if (statusResult.burnTicked)',
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'if (recoveryResult.applied)',
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"if (faction === 'ally')"
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];
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cuePriorityMarkers.forEach((marker) => assert.match(turnStartCue, new RegExp(escapeRegExp(marker))));
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assert.deepEqual(
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cuePriorityMarkers.map((marker) => turnStartCue.indexOf(marker)),
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@@ -47,6 +54,8 @@ const campSupply = privateMethodBody(campSource, 'useSupply');
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});
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assert.match(terrainRecovery, /soundDirector\.playRecoveryCue\(\)/);
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assert.match(terrainRecovery, /if \(playCue\)/);
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assert.match(terrainRecovery, /offscreenRecoverySources\.push/);
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assert.match(terrainRecovery, /showOffscreenRecoveryCaption/);
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assert.match(tacticalInitiative, /role === 'support'/);
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assert.match(tacticalInitiative, /soundDirector\.playRecoveryCue\(\)/);
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assert.match(campSupply, /soundDirector\.playRecoveryCue\(\)/);
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@@ -58,6 +67,26 @@ const deploymentConfirmation = privateMethodBody(battleSource, 'confirmPreBattle
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assert.match(deploymentConfirmation, /showOpeningBattleEvent\(\)/);
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assert.doesNotMatch(deploymentConfirmation, /soundDirector\.playSelect\(\)/, 'opening alert must not overlap a selection cue');
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const resolveDamageTarget = privateMethodBody(battleSource, 'tryResolveDamageTarget');
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assert.match(resolveDamageTarget, /triggerBattleEvent\('first-engagement'[\s\S]*\{ playCue: false \}\)/);
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const triggerBattleEvent = privateMethodBody(battleSource, 'triggerBattleEvent');
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assert.match(triggerBattleEvent, /options\.playCue !== false/);
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const mapCombat = privateMethodBody(battleSource, 'playCombatMapPresentation');
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assert.match(mapCombat, /contactDelayMs = Math\.max\(70, Math\.round\(duration \* 0\.42\)\)/);
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assert.match(mapCombat, /await this\.waitSceneDuration\(contactDelayMs\);\s*this\.playCombatContactSound\(result\)/s);
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assert(
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mapCombat.indexOf('playMeleeSwing') < mapCombat.indexOf('await this.waitSceneDuration(contactDelayMs)') &&
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mapCombat.indexOf('await this.waitSceneDuration(contactDelayMs)') < mapCombat.indexOf('playCombatContactSound(result)'),
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'map combat must play launch motion before delayed contact audio'
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);
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assert.match(mapCombat, /await Promise\.all\(\[this\.waitSceneDuration\(impactDuration \+ 20\), actorFramePromise\]\)/);
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const contactSound = privateMethodBody(battleSource, 'playCombatContactSound');
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assert.match(contactSound, /soundDirector\.playStrategyImpact/);
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assert.match(contactSound, /soundDirector\.playArrowImpact\(result\.hit, result\.critical\)/);
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assert.match(contactSound, /soundDirector\.playCombatImpact\(result\.critical\)/);
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assert.match(privateMethodBody(battleSource, 'showCombatImpact'), /playCombatContactSound\(result\)/);
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const mapResultPopup = privateMethodBody(battleSource, 'showMapResultPopup');
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assert.match(mapResultPopup, /!view \|\| !this\.isTileVisible\(unit\.x, unit\.y\)/, 'offscreen units must not create edge-clamped popups');
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@@ -77,6 +106,37 @@ assert.match(privateMethodBody(battleSource, 'unitStatusBadgePosition'), /0\.34
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assert.match(battleSource, /statusBadgeSide: unit\.faction === 'ally' \? 1 : -1/);
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assert.match(battleSource, /statusBadges: \(this\.unitViews\.get\(unit\.id\)\?\.statusBadges \?\? \[\]\)\.map/);
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const facingIndicator = privateMethodBody(battleSource, 'showFacingIndicator');
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assert.match(facingIndicator, /add\.ellipse/);
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assert.match(facingIndicator, /directionSymbol/);
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assert.match(facingIndicator, /strokeThickness: this\.battleUiLength\(4\)/);
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assert.match(facingIndicator, /if \(!isVisualMotionReduced\(\)\)/);
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assert.match(privateMethodBody(battleSource, 'startUnitIdleMotion'), /if \(isVisualMotionReduced\(\)\)\s*\{\s*return;/s);
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assert.match(privateMethodBody(battleSource, 'moveUnitViewAsync'), /facingIndicatorUnitId === unit\.id[\s\S]*clearFacingIndicator\(\)/);
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assert.match(privateMethodBody(battleSource, 'moveUnitView'), /facingIndicatorUnitId === unit\.id[\s\S]*clearFacingIndicator\(\)/);
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assert.match(privateMethodBody(battleSource, 'faceUnitToward'), /syncUnitMotion[\s\S]*refreshFacingIndicator\(unit\.id\)/);
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const actedStyle = privateMethodBody(battleSource, 'applyUnitLegibilityStyle');
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assert.match(actedStyle, /const acted = this\.actedUnitIds\.has\(unit\.id\)/);
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assert.match(actedStyle, /view\.sprite\.setAlpha\(acted \? 0\.62 : 1\)/);
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assert.match(actedStyle, /view\.actedMarker\?\.setVisible\(visible && acted\)/);
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assert.match(privateMethodBody(battleSource, 'createUnitActedMarker'), /'success'/);
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assert.match(privateMethodBody(battleSource, 'applyDefeatedStyle'), /view\.actedMarker\?\.setAlpha\(0\)\.setVisible\(false\)/);
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const drawMiniMap = privateMethodBody(battleSource, 'drawMiniMap');
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assert.match(drawMiniMap, /objective\.kind === 'secure-terrain'/);
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assert.match(drawMiniMap, /marker\.setAngle\(45\)/);
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assert.match(drawMiniMap, /miniMapObjectiveMarkers\.push\(marker\)/);
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const soundCaption = privateMethodBody(battleSource, 'showBattleSoundCaption');
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assert.match(soundCaption, /battle-sound-caption/);
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assert.match(soundCaption, /kind === 'status' \? 'burn' : kind === 'recovery' \? 'heal' : 'success'/);
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assert.match(soundCaption, /this\.layout\.gridY \+ this\.layout\.gridHeight/);
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assert.match(privateMethodBody(battleSource, 'offscreenTileDirection'), /cameraTileX/);
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assert.match(privateMethodBody(battleSource, 'battleSoundCaptionDirectionLabel'), /'north-east': '↗'/);
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assert.match(privateMethodBody(battleSource, 'showObjectiveMapFeedback'), /showBattleSoundCaption\('objective'/);
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assert.doesNotMatch(soundCaption, /battleOutcome/, 'a lethal offscreen cue must remain captioned during the delayed result reveal');
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for (const [method, group, key] of [
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['playRecoveryCue', 'recovery', 'recovery-cue'],
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['playBurnTickCue', 'status', 'burn-tick'],
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@@ -85,9 +145,16 @@ for (const [method, group, key] of [
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const body = publicMethodBody(soundSource, method);
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assert.match(body, new RegExp(`playSemanticCue\\('${group}', '${key}'`));
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}
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const strategyImpact = publicMethodBody(soundSource, 'playStrategyImpact');
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assert.match(strategyImpact, /kind === 'fire'/);
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assert.match(strategyImpact, /kind === 'roar'/);
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assert.match(strategyImpact, /playEffect\('burn-tick'/);
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assert.match(strategyImpact, /playEffect\('combat-impact'/);
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assert.match(strategyImpact, /playEffect\('strategy-cast'/);
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assert.match(soundSource, /recentEffects: this\.recentEffects\.map/);
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assert.match(soundSource, /recovery:\s*1900/, 'recovery cue cooldown should cover its playback window');
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console.log('Verified semantic sound cues, map status feedback, capped status badges, and non-overlapping battle opening audio.');
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console.log('Verified synchronized combat audio, offscreen captions, tactical focus markers, mini-map objectives, status badges, and semantic cues.');
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function privateMethodBody(source, name) {
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return methodBody(source, new RegExp(`^ private (?:async )?${name}\\b`, 'm'), `private ${name}`);
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