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Split arena quick-info chips and tint commander damage by attacker - #7

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JonathanEspinosaLong wants to merge 3 commits into
MasiaVittorio:masterfrom
JonathanEspinosaLong:arena-quick-info-split
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Split arena quick-info chips and tint commander damage by attacker#7
JonathanEspinosaLong wants to merge 3 commits into
MasiaVittorio:masterfrom
JonathanEspinosaLong:arena-quick-info-split

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@JonathanEspinosaLong

@JonathanEspinosaLong JonathanEspinosaLong commented Jul 8, 2026

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Commander-damage chips now sit on the top-left of an ArenaPlayerCell while counters, statuses and commander casts sit on the top-right, instead of all chips sharing one side. Each commander-damage pill is also tinted with the color of the commander that dealt the damage.

Chip layout:

  • Top-left: commander damage taken (and dealt, when enabled).
  • Top-right: counters, statuses and commander casts.
  • Each group hides independently when it has no chips.

Commander-damage color:

  • Every damage pill is themed by the attacking commander (partner A or B), taking that commander's primaryContainer background with a legible onPrimaryContainer foreground — the same artwork-derived theme used for the cell's background and borders.

Implementation:

  • Added a QuickInfoGroup to PlayerCellQuickInfo so the two groups render and pin to opposite sides, and placed two instances in PlayerCellBasicBody.
  • Routed commander-damage chips through _CommanderDamageChip, which resolves the attacker's theme via PlayerCardsAndThemesBuilder and wraps each pill in it.

Parameterize PlayerCellQuickInfo with a QuickInfoGroup so commander-damage
chips can be pinned to the top-left of the cell and counters, statuses and
casts to the top-right, instead of all chips sharing one side.
Route commander-damage chips through a builder that resolves the attacking
commander's theme and wraps each pill in it, so the chip takes that
commander's primaryContainer with a legible onPrimaryContainer foreground.
On a commander card id change, fall back to the new card's color-identity
seed right away instead of keeping the previous commander's color until the
artwork-derived scheme finishes computing asynchronously. Keeps commander-
tinted UI (info pills, cell backgrounds, partner borders) in sync when a
commander is changed.
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