fix(ui): restore boot-intro continue and fix story tree a11y
Finding 1 (critical): atBootIntro was derived from tree.length === 0 in
StoryView.tsx, but buildStoryTree always returns all topology-root nodes,
so tree.length is always > 0 and the Continue button never rendered.
Fix: add atBootIntro: boolean to StoryView (viewModel), computed by
finding the boot-trigger node id without hardcoding the literal string,
then comparing to the current node. StoryView.tsx reads it from the store.
Also add a viewModel test covering both true and false cases.
Finding 2: onSelect in StoryView.tsx called useGameStore.getState()
directly, bypassing the runtime command layer. Fix: add
GameRuntime.selectStoryNode(id) and wire onSelect through gameRuntime.
Finding 3: aria-pressed on story tree nodes wrongly signals toggle-button
semantics. Fix: replace with aria-current={isSelected ? 'true' : undefined}.
Optional: hoist h-[calc(100dvh-6rem)] to SHELL_HEIGHT const in StoryView.tsx.
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@@ -71,6 +71,7 @@ export interface StoryTreeNodeView {
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export interface StoryView {
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currentProse: string | null;
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atBootIntro: boolean;
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choices: StoryChoiceView[];
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tree: StoryTreeNodeView[];
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}
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@@ -215,8 +216,14 @@ export function toView(state: GameState, content: GameContent): GameView {
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const availableChoices = getAvailableChoices(state, content);
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const allChoices = node?.choices ?? [];
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const bootEntryNodeId = content.storyNodes.find((n) =>
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n.triggers?.some((t) => t.type === 'boot'),
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)?.id;
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const atBootIntro = node != null && node.id === bootEntryNodeId;
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const story: StoryView = {
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currentProse: node?.prose ?? null,
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atBootIntro,
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choices: allChoices.map((choice) => {
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const available = availableChoices.some((c) => c.id === choice.id);
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return {
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