Phase D: build Treasury (second area) #52
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Delete branch "task/51-phase-d-treasury"
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Closes #51
New treasury.tscn: 5 items (Crown, Gem, Coin Pile, Trophy, Scroll) matching the deleted 2D Treasury's theme/palette, same room-shell baseline as Armory (colored floor/ceiling/pedestals, stand signage) but no mocked-up window or item sets - those were specific to Armory's own playtest feedback. No script changes needed - player.gd/item.gd/stand.gd/area.gd/GameProgress are all already area-agnostic. armory.tscn's next_area_scene_path now chains into Treasury instead of looping to the menu.
Along the way, testing Treasury's autosave/restore flow surfaced a real pre-existing bug: area.gd's _ready() set the win overlay hidden after restoring already-placed items, so resuming a fully-complete area silently hid the win overlay that restoration had just correctly shown. Fixed by reordering. Armory's 47 items made this edge case easy to miss; Treasury's 5 made it trivial to hit.
Validated headlessly: clean import/boot for both scenes, a disposable 3-phase hook confirming win gating/restore-shows-win/no NaN/cross-area save isolation, and confirmed armory.tscn's chain now resolves to Treasury.
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