feat(ui): move in-game status to the board — highlight, score badge, full-width rack
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Remove the under-board status strip and relocate its signals: - bag count -> a badge on the exchange/pass control + the foot of the move table - whose-turn / win-lose -> a thin strip above the score plaques - the tentative-move caption -> the board itself: staged tiles tint green (legal) or pink (illegal), the board tiles a formed word runs through go a shade darker, and an orange score badge sits on the main word (digit sized like a tile value, clamped on-board) The word geometry (covered cells + badge anchor) is a new pure client-side helper (ui/src/lib/formed.ts), independent of the move evaluator, so it works on the local or network preview path alike; the badge's number still comes from the preview score. Rack: a seven-column grid filling the tray width in both layouts — square, full-width tiles — with the confirm control in the fixed 7th slot. Settings: a touch-only "Zoom the board" toggle (default on, device-local) gates the tile-placement auto-zoom; taking a hint while zoomed in now zooms out so the highlighted hint word is never left off-screen. Docs (FUNCTIONAL +_ru, UI_DESIGN, ARCHITECTURE) and e2e/unit tests updated.
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@@ -75,7 +75,7 @@ test('AI game: after it ends, no GCG export and no comms entry', async ({ page }
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await page.locator('.scoreboard').click();
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await page.getByRole('button', { name: 'Drop game' }).click();
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await page.locator('button.danger').click();
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await expect(page.locator('.status .over')).toBeVisible();
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await expect(page.locator('.turnstrip.result')).toBeVisible();
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// Reopen the history (resigning auto-closed it): the finished AI game offers no GCG export and
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// no comms entry at all.
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