Add the a11y foundation and bring login, lobby, and the in-game shell to
WCAG 2.2 AA:
- Primitives: .sr-only + .skip-link (base.css), trapFocus (modal focus
trap + restore) and restoreFocus (menu focus restore) actions, the
--color-focus visible ring.
- In-game shell: skip link + focusable main landmark; WAI-ARIA sidebar
tabs (roving tabindex, arrow/Home/End, tabpanel wiring); menu Escape +
focus restore (account / view / turn-navigator / map-toggles /
bottom-tabs); mail compose as a role=dialog modal with a focus trap.
- login / lobby / lobby-create: skip link + main landmark, field labels,
role=alert / role=status live regions.
- Map canvas: aria-label naming it a visual overview, with its data
reachable by keyboard via the sidebar inspector and tables (accessible
alternative; in-canvas keyboard nav deferred).
Gates (chromium-desktop): tests/e2e/a11y-axe.spec.ts scans every
top-level view for WCAG 2.2 AA violations (zero); a11y-keyboard.spec.ts
covers the skip link, menu Escape+restore, and tab roving. Adds
@axe-core/playwright. Docs: ui/docs/a11y.md (+ index). Marks F1 and F2
done in ui/PLAN-finalize.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Tokenize every remaining component <style> — calculator, order tab,
inspectors, tables, report sections, lobby, auth, mail, battle viewer,
toasts, map overlays. A scripted pass handled the unambiguous core
palette (text/bg/surface/border/accent/danger/muted), the rest were
mapped to the semantic/grey tokens by role.
Remaining colour literals are the documented exceptions only: the
battle-scene SVG data-visualisation palette (fixed dark, like the WebGL
map canvas), overlay scrims (modal / map-canvas), and directional or
deliberate drop shadows. The default theme stays dark until light
coherence is signed off across the views.
Updates ui/docs/design-system.md (migration status + exceptions).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Split GameStateStore into currentTurn (server's latest) and viewedTurn
(displayed snapshot) so history excursions don't corrupt the resume
bookmark or the live-turn bound. Add viewTurn / returnToCurrent /
historyMode rune, plus a game-history cache namespace that stores
past-turn reports for fast re-entry. OrderDraftStore.bindClient takes
a getHistoryMode getter and short-circuits add / remove / move while
the user is viewing a past turn; RenderedReportSource skips the order
overlay in the same case. Header replaces the static "turn N" with a
clickable triplet (TurnNavigator), the layout mounts HistoryBanner
under the header, and visibility-refresh is a no-op while history is
active.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>