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@@ -15,21 +15,21 @@ The HUD now measures its live top/bottom offsets instead of relying on fixed `re
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## P2 — Code Quality
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### Continue shrinking large client coordinators
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`main.ts`, `renderer.ts`, and `ui.ts` are cleaner than they were, but they still carry too much orchestration and DOM/render state. Keep extracting pure helpers and view-model builders until those files are mostly wiring.
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### Shrink main.ts further (1,286 lines)
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`main.ts` is the only coordinator still over 1,000 lines. Its methods are mostly 5-20 line glue between extracted helpers — no single block is large enough for easy extraction. Consider whether a second-level split (e.g., separating local-game orchestration from network orchestration) is worthwhile.
Add basic sanity tests for `SHIP_STATS` (e.g., no negative values, warships have `canOverload: true`, `defensiveOnly` ships have low combat ratings).
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### Improve branch coverage on decomposed engine modules
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`engine-util.ts` (60% branches) and `engine-combat.ts` (70.5% branches) have coverage gaps. Add tests for edge cases in utility predicates and combat phase validation.
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`engine-combat.ts` (70.5% branches) has coverage gaps. Add tests for edge cases in combat phase validation.
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## Done
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-~~Decompose game-engine.ts~~ — Extracted into `engine-util.ts`, `engine-victory.ts`, `engine-ordnance.ts`, `engine-combat.ts` with backward-compatible re-exports (681 lines, down from 1957)
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-~~Add map-data.test.ts~~ — 23 tests covering map builder, body gravity, base placement, scenarios
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