feat: upgrade combat and item icons
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docs/battle-ui-icons-v2-action-item-contact.png
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docs/battle-ui-icons-v2-action-item-report.md
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docs/battle-ui-icons-v2-action-item-report.md
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# Battle UI Icon V2 Action and Item Batch
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Date: 2026-07-17
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## Scope
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This batch replaces the most visible low-detail combat and consumable icons with project-original late-Han-inspired raster art:
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| Icon | Atlas frame | Runtime use |
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| --- | ---: | --- |
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| attack | 4 | command menu, target selection, combat preview |
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| hit | 16 | target selection and combat preview |
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| critical | 17 | combat preview and result metadata |
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| counter | 19 | combat preview |
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| fire | 24 | fire strategy menus and previews |
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| bean | 27 | battle item, sortie supply, camp supply and merchant UI |
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| salve | 28 | battle item, sortie supply, camp supply and merchant UI |
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| wine | 29 | battle item, sortie supply, camp supply and merchant UI |
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The existing 5x6 atlas contract is preserved. Pixel comparison against the previous tracked atlas confirms that only frames 4, 16, 17, 19, 24, 27, 28, and 29 changed.
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## Art Direction and Generation
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- Generation mode: built-in image generation, one focused generation per icon.
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- Common direction: original hand-painted tactical-game UI art, compact silhouette, heavy dark outline, three to five value groups, upper-left lighting, and a restrained iron, bronze, crimson, and ochre palette.
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- Runtime readability: each subject occupies about 78% of its transparent master and avoids baked frames, text, logos, watermarks, shadows, and extra objects.
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- Prompt subjects: crossed Han-era blades, an arrowed bronze target, a bright critical slash, a shield with a returning arrow, a burning strategy scroll, a bean pouch, a sealed medicine jar, and a corded wine gourd.
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- Alpha extraction: flat `#00ff00` chroma background removed with soft matte, despill, and one-pixel edge contraction.
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- Copyright constraint: all assets are project-specific originals and do not reproduce copyrighted source art or logos.
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## Runtime Pipeline
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- `battle-ui-icons.png`: 128px HQ frames for icons displayed above 30px.
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- `battle-ui-icons-micro.png`: 32px prefiltered frames with a protected one-pixel edge for icons displayed at 30px or below.
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- `battleUiIconTextureForSize()` selects the correct atlas at runtime.
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- Every battle usable now declares an explicit icon key; the three consumables use dedicated frames instead of the generic heal/accessory icon.
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- Camp supply assignment, supply use, and merchant rows use the same dedicated consumable icon mapping.
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- The atlas builder validates transparent sources, safe edges, non-empty micro frames, and emits the comparison proof automatically.
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## Outputs
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- HQ atlas: `src/assets/images/ui/battle-ui-icons.png`
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- Micro atlas: `src/assets/images/ui/battle-ui-icons-micro.png`
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- Transparent masters: `src/assets/images/ui/icon-sources/battle-ui-v2/*.png`
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- Runtime-size comparison: `docs/battle-ui-icons-v2-action-item-contact.png`
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- Rebuild command: `pnpm run generate:battle-ui-icons`
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## Verification
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- All eight masters are 1254x1254 RGBA PNGs with transparent corners and no detected green fringe.
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- Comparison proof checked at 14, 20, 30, 34, 52, and 70px.
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- `pnpm run verify:visual-assets` passed.
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- `pnpm run verify:battle-usables` passed.
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- `pnpm run verify:static-data` passed.
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- `pnpm run build` passed.
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- `pnpm run verify:release` passed, including new-game, reload/continue, defeat retry, victory, and camp-return flows.
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- Desktop browser checks passed at 1280x720 for the command menu, battle item menu, target selection, combat preview, sortie supply assignment, camp supply rows, and merchant rows.
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- Both atlases loaded successfully and no browser console errors were observed.
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- Independent read-only review found no remaining blockers.
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