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# Implementation Summary

**Session ID**: `phase24-session05-scrying-and-alert-focus` **Package**: apps/web **Completed**: 2026-07-08 **Duration**: 0.5 hours

***

## Overview

Session 05 made quiet live battlefield work legible without adding projection, protocol, storage, server, reward, or hosted-service state. Silent active heroes now derive a channeling posture from existing mission and event data, and the battlefield renders exactly one projection-owned alert-focus treatment with bounded labels and reduced-motion parity.

***

## Deliverables

### Files Created

| File                                                                | Purpose                                                                       | Lines |
| ------------------------------------------------------------------- | ----------------------------------------------------------------------------- | ----- |
| `apps/web/src/lib/scryingAndAlertFocus.ts`                          | Pure scrying posture and alert-focus derivation.                              | 383   |
| `apps/web/src/components/battlefield/ScryingAndAlertFocusLayer.tsx` | Board layer for channeling runes, static badges, and one alert ring.          | 132   |
| `apps/web/tests/scryingAndAlertFocus.test.ts`                       | Helper coverage for thresholds, clearing, target resolution, and safe labels. | 401   |

### Files Modified

| File                                                  | Changes                                                                                               |
| ----------------------------------------------------- | ----------------------------------------------------------------------------------------------------- |
| `apps/web/src/components/battlefield/Battlefield.tsx` | Wired derived scrying views, one shared clock, layer ordering, hero badge state, and accessible copy. |
| `apps/web/src/index.css`                              | Added rune, channeling, alert-focus, reduced-motion, and static urgency styles.                       |
| `apps/web/tests/Battlefield.test.tsx`                 | Added component coverage for scrying, clearing, focus promotion, one alert ring, and calm silence.    |
| `apps/web/tests/BattlefieldInteraction.test.tsx`      | Added reduced-motion and accessible-state coverage for channeling and single focus treatment.         |

***

## Technical Decisions

1. **Pure presentation derivation**: Scrying and alert-focus models are derived from existing store/projection inputs so no second game authority or persistence path is introduced.
2. **Single shared clock**: `Battlefield.tsx` owns one interval and cleans it up on unmount, avoiding per-target timers in the board layer.
3. **Projection-owned urgency**: The layer renders the existing `gameProjection.alertFocus` target and CSS re-scopes competing persistent urgency pulse styles so one focus treatment owns urgency.

***

## Test Results

| Metric          | Value              |
| --------------- | ------------------ |
| Focused Tests   | 49 passed / 49     |
| Full Root Tests | 3354 passed / 3355 |
| Skipped         | 1                  |
| Coverage        | Not emitted        |

***

## Lessons Learned

1. Scrying posture can remain presentation-only when hero silence is derived from the existing mission/event log and projection clock.
2. Alert-focus rendering should stay anchored to projection priority rather than duplicating priority logic in the component.

***

## Future Considerations

Items for future sessions:

1. Session 06 can reuse the bounded actor/target labels when routing world cues and bark reuse.
2. Session 07 should preserve the same no-new-authority boundary when expanding replay, reconnect, mock, persistence, and privacy regression coverage.

***

## Session Statistics

* **Tasks**: 18 completed
* **Files Created**: 3
* **Files Modified**: 4
* **Tests Added**: 3 files
* **Blockers**: 0 resolved


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