d38f68e301dc8c6d893e0d9e6422a3b28a9767ed
The artifact-count poll was gated behind if (!m_replayPlayer) (from the merge resolution), so ArtifactCountChangedEvent never fired in replay mode: the header stayed at its initial "Artifacts: 0/?" literal and never reflected replayed artifact picks. Unlike the schematic/win/game-over polls (live-input sources / interruptions that stay gated), artifact count is a passive reflection of sim state. Move it out of the replay gate so it tracks m_sim->artifactCount() during playback too, including the first-frame emit that populates the win-count max. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DUsFgd2Ga6pmLz8giS8WUn
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