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# Implementation Summary

**Session ID**: `phase24-session03-live-enemy-presentation` **Package**: apps/web **Completed**: 2026-07-08 **Duration**: 3 hours

***

## Overview

Rendered the already-folded live enemy tier on the apps/web battlefield. The session added a pure live-legion presentation model, a board-internal React layer for skirmishers, ram, gremlins, wraiths, and siege state, safe display labels, reduced-motion twins, wraith hero selection, and a shared `test_pass` event contract so real test pass events clear skirmishers through the normal store path.

***

## Deliverables

### Files Created

| File                                                                                         | Purpose                                                                                 | Lines  |
| -------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------- | ------ |
| `apps/web/src/lib/liveLegion.ts`                                                             | Pure bounded live enemy presentation model, caps, anchors, labels, and ordering         | \~199  |
| `apps/web/src/components/battlefield/LiveLegionLayer.tsx`                                    | Board-internal live enemy rendering layer with accessibility and reduced-motion support | \~241  |
| `apps/web/tests/liveLegion.test.ts`                                                          | Pure model coverage for caps, ordering, labels, and counts                              | \~171  |
| `apps/web/tests/LiveLegionLayer.test.tsx`                                                    | Component coverage for rendering, static twins, privacy, and wraith selection           | \~179  |
| `assets/generated/game-design/phase03/live-enemies/live-enemy-effects-sheet.png`             | Generated live enemy effects source sheet cataloged by review                           | binary |
| `assets/generated/game-design/phase03/strike-vocabulary/strike-vocabulary-effects-sheet.png` | Generated strike vocabulary effects source sheet cataloged by review                    | binary |
| `assets/generated/game-design/phase03/reduced-motion/reduced-motion-static-badges-sheet.png` | Generated reduced-motion static badge source sheet cataloged by review                  | binary |
| `assets/generated/game-design/phase10/alliance-war/alliance-war-visuals-sheet.png`           | Generated Alliance War source sheet cataloged by review                                 | binary |
| `assets/generated/game-design/phase11/seasons-saga/seasons-saga-visuals-sheet.png`           | Generated Seasons and Saga source sheet cataloged by review                             | binary |
| `assets/generated/game-design/phase12/war-games/war-games-demo-presentation-sheet.png`       | Generated War Games demo presentation source sheet cataloged by review                  | binary |

### Files Modified

| File                                                                      | Changes                                                                                                                    |
| ------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------- |
| `apps/web/src/components/battlefield/Battlefield.tsx`                     | Mounted the live legion layer below hero tokens and passed projection, hero coordinate, reduced-motion, and selection data |
| `apps/web/src/index.css`                                                  | Added live enemy motion variants and reduced-motion static behavior                                                        |
| `apps/web/tests/Battlefield.test.tsx`                                     | Added store-path coverage for live enemies, pass clearing, ram clearing, wraith selection, and z-order                     |
| `apps/web/src/lib/gameProjection.ts`                                      | Folded shared `test_pass` events to clear normalized skirmisher refs                                                       |
| `apps/web/tests/gameProjection.test.ts`                                   | Covered pass-clearing and duplicate-pass idempotence                                                                       |
| `packages/protocol/src/events.ts`                                         | Added the shared `TestPassEvent` contract                                                                                  |
| `packages/protocol/tests/events.test.ts`                                  | Covered `test_pass` in protocol event type tests                                                                           |
| `docs/api/event-api-hook-contracts.md`                                    | Documented the `test_pass` dev-health event                                                                                |
| `docs/game-design/*.md`                                                   | Aligned game-design inventories with `test_failure` and `test_pass` skirmisher lifecycle                                   |
| `docs/game-design/manifest.md`                                            | Cataloged generated game-design asset sheets surfaced during review                                                        |
| `docs/ongoing-projects/game-design-asset-gaps.md`                         | Updated asset gap ledger for generated sheets                                                                              |
| `.spec_system/specs/phase24-session03-live-enemy-presentation/*.md`       | Refreshed implementation notes, review, security, validation, and closeout summary                                         |
| `.spec_system/state.json` and `.spec_system/PRD/phase_24/PRD_phase_24.md` | Recorded session completion and phase progress                                                                             |
| `apps/web/package.json` and `package-lock.json`                           | Bumped apps/web package version from `0.1.75` to `0.1.76`                                                                  |

***

## Technical Decisions

1. **Skirmishers are informational; wraiths are interactive**: Skirmishers expose safe test-path context without flooding the tab order during test storms, while wraiths select the affected hero because that is the existing inspection affordance.
2. **Pass clearing uses an explicit event**: `test_pass {path}` clears the matching normalized skirmisher through the same projection boundary as `test_failure`, avoiding fabricated timer-based fixes.
3. **Live enemy labels sanitize at display time too**: The presentation model reuses camp sanitizer helpers so direct model inputs cannot leak absolute paths, secrets, query strings, or raw details into labels or DOM attributes.
4. **Keep anchor constants are exported**: Session 04 can reuse the stable ram/gate anchor for ram-break and combat playback effects without inventing a second board coordinate.

***

## Test Results

| Metric                 | Value                                |
| ---------------------- | ------------------------------------ |
| Targeted Session Tests | 97 passed / 0 failed                 |
| Full Suite Test Files  | 282 passed / 1 skipped               |
| Full Suite Tests       | 3323 passed / 1 skipped / 0 failed   |
| Coverage               | Not generated by validation commands |

***

## Lessons Learned

1. Presentation-only battlefield layers need a second sanitization boundary even when reducer inputs are already normalized.
2. Honest live enemy clearing required a shared `test_pass` contract; implicit aging would have violated the phase's honesty rule.
3. Generated game-design assets must be cataloged in manifest, gap, and security-review surfaces before closeout.

***

## Future Considerations

Items for future sessions:

1. Session 04 should reuse `LIVE_LEGION_KEEP_ANCHOR` for ram-break and camp combat playback effects.
2. Session 05 should keep the single `alertFocus` pulse centralized instead of adding urgency pulses to each enemy component.
3. Session 07 should regression-test replay, reconnect, mock, persistence, and privacy boundaries across the new live tier.

***

## Session Statistics

* **Tasks**: 20 completed
* **Files Created**: 10
* **Files Modified**: 24
* **Tests Added**: 5 focused test files or additions
* **Blockers**: 0 resolved


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