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Add focused non-map authored-content panels from measured demand #7

Description

@zoeyrose

Outcome

Extend the proven editor architecture to interfaces, quests, archetypes, animations, treasures, factions, or other content without creating bespoke parsers or premature all-in-one scope.

Scope and invariants

  • Use the parity/workflow inventory to rank panels by frequency, risk, and leverage after the map MVP.
  • Create a focused child issue per panel with exact user workflow, toolkit schema/transaction support, preview needs, safe-write invariants, and acceptance corpus.
  • Reuse common project, history, catalog, inspector, diagnostics, automation, and renderer services.
  • Use raw lossless fallback until a semantic panel is demonstrably safer/more productive.
  • Do not embed server gameplay logic or run runtime Python/Starlark in the editor.

Acceptance criteria

  • Every implemented panel has measured demand and complete round-trip/unknown-field/fault tests.
  • GUI and CLI automation produce identical validated transaction plans.
  • Preview uses shared structured renderer/server contracts rather than reimplementing gameplay.
  • Panels can release independently and do not block M4 map-editor usefulness.
  • Unsupported content remains safely viewable/editable via generic/raw workflows.

Dependencies and parallelization

Depends on the map MVP and toolkit whole-corpus schemas. Child panels can proceed in parallel once shared services are stable.

Licensing

Editor code/tests are MIT. Verified original past work by an approved MIT provenance grantor may be copied, migrated, or translated under the audited file/component grant; other legacy implementation remains behavior/specification input only. Authored content/assets retain exact licenses.

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