chore: mark issues 1-8 as complete in task tracker
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@@ -11,16 +11,16 @@ Build in the numbered order — each step is independently testable before the n
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| # | Issue | Script(s) | Needs Backend? | Status |
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|---|-------|-----------|----------------|--------|
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| 1 | [#138 — Battleground.unity scene + 4-seat layout](https://github.com/KoalaTrapLord/commander-ai-lab/issues/138) | `BattlegroundController.cs`, `GameStateManager.cs` | No | ⬜ |
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| 2 | [#139 — LifeTrackerWidget + CommanderDamageRow + Poison](https://github.com/KoalaTrapLord/commander-ai-lab/issues/139) | `LifeTrackerWidget.cs`, `CommanderDamageRow.cs` | No | ⬜ |
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| 3 | [#140 — PhaseTrackerWidget + PhaseStepButton](https://github.com/KoalaTrapLord/commander-ai-lab/issues/140) | `PhaseTrackerWidget.cs`, `PhaseStepButton.cs` | No | ⬜ |
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| 4 | [#141 — TurnOrderBar + TurnOrderPill](https://github.com/KoalaTrapLord/commander-ai-lab/issues/141) | `TurnOrderBar.cs`, `TurnOrderPill.cs` | No | ⬜ |
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| 5 | [#142 — CardZone + CardView](https://github.com/KoalaTrapLord/commander-ai-lab/issues/142) | `CardZone.cs`, `CardView.cs` | ImageCache only | ⬜ |
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| 6 | [#143 — CommanderZoneWidget](https://github.com/KoalaTrapLord/commander-ai-lab/issues/143) | `CommanderZoneWidget.cs` + `ImageCache` art_crop | ImageCache only | ⬜ |
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| 7 | [#144 — Token System](https://github.com/KoalaTrapLord/commander-ai-lab/issues/144) | `TokenModel.cs`, `TokenPanelController.cs`, `TokenRowView.cs` | No | ⬜ |
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| 1 | [#138 — Battleground.unity scene + 4-seat layout](https://github.com/KoalaTrapLord/commander-ai-lab/issues/138) | `BattlegroundController.cs`, `GameStateManager.cs` | No | ✅ |
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| 2 | [#139 — LifeTrackerWidget + CommanderDamageRow + Poison](https://github.com/KoalaTrapLord/commander-ai-lab/issues/139) | `LifeTrackerWidget.cs`, `CommanderDamageRow.cs`, `PoisonCounter.cs` | No | ✅ |
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| 3 | [#140 — PhaseTrackerWidget + PhaseStepButton](https://github.com/KoalaTrapLord/commander-ai-lab/issues/140) | `PhaseTrackerWidget.cs`, `PhaseStepButton.cs` | No | ✅ |
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| 4 | [#141 — TurnOrderBar + TurnOrderPill](https://github.com/KoalaTrapLord/commander-ai-lab/issues/141) | `TurnOrderBar.cs`, `TurnOrderPill.cs` | No | ✅ |
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| 5 | [#142 — CardZone + CardView](https://github.com/KoalaTrapLord/commander-ai-lab/issues/142) | `CardZone.cs`, `CardView.cs` + `CardModel` runtime fields | ImageCache only | ✅ |
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| 6 | [#143 — CommanderZoneWidget](https://github.com/KoalaTrapLord/commander-ai-lab/issues/143) | `CommanderZoneWidget.cs` + `ImageCache.LoadArtCrop()` | ImageCache only | ✅ |
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| 7 | [#144 — Token System](https://github.com/KoalaTrapLord/commander-ai-lab/issues/144) | `TokenModel.cs`, `TokenPanelController.cs`, `TokenRowView.cs` | No | ✅ |
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| 8 | [#146 — StackZoneController + ManaPoolDisplay](https://github.com/KoalaTrapLord/commander-ai-lab/issues/146) | `StackZoneController.cs`, `ManaPoolDisplay.cs` | No (events only) | ⬜ |
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| 9 | [#147 — LobbySetupModal + ZoneViewerModal](https://github.com/KoalaTrapLord/commander-ai-lab/issues/147) | `LobbySetupModal.cs`, `ZoneViewerModal.cs` | `/api/decks`, `/api/game/start` | ⬜ |
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| 10 | [#148 — GameStateManager + GameState POCOs](https://github.com/KoalaTrapLord/commander-ai-lab/issues/148) | `GameStateManager.cs`, `GameState.cs` | No | ⬜ |
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| 10 | [#148 — GameStateManager + GameState POCOs](https://github.com/KoalaTrapLord/commander-ai-lab/issues/148) | `GameStateManager.cs`, `GameState.cs` | No | ✅ |
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| 11 | [#149 — GameWebSocketClient](https://github.com/KoalaTrapLord/commander-ai-lab/issues/149) | `GameWebSocketClient.cs` | Yes — `/ws/game` | ⬜ |
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| 12 | [#145 — HumanActionBar](https://github.com/KoalaTrapLord/commander-ai-lab/issues/145) | `HumanActionBar.cs` | Yes — `/api/game/action` | ⬜ |
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| 13 | [#150 — EliminationHandler + Grayscale Shader](https://github.com/KoalaTrapLord/commander-ai-lab/issues/150) | `EliminationHandler.cs`, `EliminatedGrayscale` ShaderGraph | No | ⬜ |
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@@ -28,47 +28,43 @@ Build in the numbered order — each step is independently testable before the n
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---
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## New Files Summary
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## Files Committed (Issues 1–7, 10)
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### `Assets/Scripts/UI/Battleground/`
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- `BattlegroundController.cs`
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- `GameStateManager.cs`
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- `LifeTrackerWidget.cs`
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- `CommanderDamageRow.cs`
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- `PhaseTrackerWidget.cs`
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- `PhaseStepButton.cs`
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- `TurnOrderBar.cs`
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- `TurnOrderPill.cs`
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- `CardZone.cs`
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- `CardView.cs`
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- `CommanderZoneWidget.cs`
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- `TokenPanelController.cs`
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- `TokenRowView.cs`
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- `StackZoneController.cs` + `StackItemView.cs`
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- `ManaPoolDisplay.cs`
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- `LobbySetupModal.cs`
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- `ZoneViewerModal.cs`
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- `HumanActionBar.cs`
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- `EliminationHandler.cs`
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### `Assets/Scripts/UI/Battleground/` (new folder)
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- ✅ `BattlegroundController.cs` — scene orchestrator, seat rotations, event subscriptions
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- ✅ `GameStateManager.cs` — singleton event hub
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- ✅ `LifeTrackerWidget.cs` — life +/- with history + danger flash
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- ✅ `CommanderDamageRow.cs` — 4-pip commander damage tracker per seat
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- ✅ `PoisonCounter.cs` — 10-pip poison tracker
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- ✅ `PhaseTrackerWidget.cs` — 13-step phase strip, Space key debug advance
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- ✅ `PhaseStepButton.cs` — individual phase pill (color + scale)
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- ✅ `TurnOrderBar.cs` — animated seat border slider
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- ✅ `TurnOrderPill.cs` — per-seat pill with name, life, eliminated state
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- ✅ `CardZone.cs` — zone container (add/remove/clear CardView children)
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- ✅ `CardView.cs` — card visual (art, tapped rotation, face-down, summoning sick)
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- ✅ `CommanderZoneWidget.cs` — art crop, cast count, tax (+2 per cast)
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- ✅ `TokenPanelController.cs` — token creation panel
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- ✅ `TokenRowView.cs` — token row (qty, tap, counters, delete)
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### `Assets/Scripts/Models/`
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- `TokenModel.cs` (new)
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- `GameState.cs` (new — `GameState`, `SeatState` POCOs)
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- ✅ `GameState.cs` — `GameState` + `SeatState` POCOs
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- ✅ `TokenModel.cs` — token data model
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- ✅ `CardModel.cs` — modified: added `[NonSerialized]` runtime state + `BattleZone` enum
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### `Assets/Scripts/Services/`
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- `GameWebSocketClient.cs` (new)
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- ✅ `ImageCache.cs` — modified: added `LoadCard(RawImage)` + `LoadArtCrop(name, RawImage)`
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### `Assets/Scenes/`
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- `Battleground.unity` (new scene)
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---
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### `Assets/Materials/`
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- `EliminatedGrayscale` (URP Shader Graph)
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## Remaining — Issues 8, 9, 11–14
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### Modified
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- `Assets/Scripts/UI/SimulationController.cs` — add Play Live button
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- `Assets/Scripts/UI/MainMenuController.cs` — add Play Live nav button
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- `Assets/Scripts/Services/ImageCache.cs` — add `LoadArtCrop()` method
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- `Assets/Scripts/Models/CardModel.cs` — add `[NonSerialized]` runtime battleground state fields
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- **#146** — `StackZoneController.cs` + `ManaPoolDisplay.cs`
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- **#147** — `LobbySetupModal.cs` + `ZoneViewerModal.cs` (needs `/api/game/start` backend endpoint)
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- **#148** — done (GameStateManager already committed)
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- **#149** — `GameWebSocketClient.cs` (needs `/ws/game` Python endpoint)
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- **#145** — `HumanActionBar.cs` (needs `/api/game/action` backend)
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- **#150** — `EliminationHandler.cs` + URP Shader Graph (done in Unity Editor)
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- **#151** — `SimulationController.cs` modification (Play Live button)
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---
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@@ -79,3 +75,4 @@ Build in the numbered order — each step is independently testable before the n
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- **Canvas mode**: Screen Space — Camera (not World Space) for crisp TMP rendering
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- **Seat rotation**: AI panels rotated -90°, 180°, 90° via `localEulerAngles` so text/buttons face the right direction
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- **Backend WS**: connect to `ws://localhost:8080/ws/game` (configurable via `PlayerPrefs["ServerUrl"]`)
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- **Space key** in Play Mode advances the phase strip for isolated testing without WebSocket
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