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docs: update CLAUDE.md with current state and bug history
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@@ -50,3 +50,27 @@ See `docs/COLLABORATIVE-DESIGN-PRINCIPLE.md` for full protocol and examples.
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## Context Management
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@.claude/docs/context-management.md
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## Current State (Aug 2026)
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### Critical Bugs Fixed
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- **StackOverflow** — `CheckDetector.IsInCheck` called `GetAvailableMoves()` on enemy King, which called `GameManager.IsInCheck()` → infinite recursion. Fixed: use `GetAttackSquares()`.
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- **Empty board** — `BoardManager.SetupBoard` returned early when CampaignState had no identities. Fixed: fallback to `PlacePieces()`.
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- **State stuck in Dialogue** — CampaignManager transitioned to Dialogue before `StartDialogue` returned true. Fixed: only transition on success.
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- **DimBG blocking input** — Full-screen overlay with `m_RaycastTarget:1` blocked all clicks. Fixed: deactivated in `PromotionUI.Awake()`.
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- **PauseMenuController** — Used non-existent "Pause" input button. Fixed: use `KeyCode.Escape` only.
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- **SceneTransitionManager** — Used `Time.deltaTime` with `timeScale=0`. Fixed: `Time.unscaledDeltaTime` + `WaitForSecondsRealtime`.
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### Architecture
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- **Purgatory mode** (`Mono/`) is main/production codebase
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- **Classic mode** (`Mono/Classic/`) is separate simpler mode
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- **Board tile size**: 10.24 units, Camera ortho size 45
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- **Campaign flow**: MainMenu → CampaignManager.StartCampaign() → Chapter1 scene → SetupBoard → TransitionToChapterIntro → dialogue → TransitionToPlaying
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### Git History
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- `351f9e1` — fix: StackOverflow in King.GetAvailableMoves → IsInCheck recursion
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- `801de79` — fix: empty board + state stuck in Dialogue
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- `c5915c2` — fix: DimBG, PauseMenu, SceneTransition
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- `0725372` — fix: CampaignManager race condition, DialogueUI null safety
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- `bf3bec3` — fix: compilation errors (stale csproj, InputSystem, Assembly)
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- `b539aa4` — Initial commit (568 files, 41786 insertions)
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