Inspector panel for the selected pawn or building (#142) #151
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liamjd/UntitledColonyBuilder!151
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Delete branch "142-inspector-panel"
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Closes #142
Adds the inspector panel: details of whatever
GameState.selectedholds, on the left edge of the HUD. The decisions are in #142's body, and the spec is in its comments (the outline, plus the 2026-10-10 amendment, which stops the tests from fixing wording and row order).What changed
ui/inspector/inspector_panel.gd/.tscn:InspectorPanel. Three pure static builders (title_for,pawn_rows,building_rows) produce the rows, andrefresh()renders them for the current selection.GameState.selection_changedandGameClock.tick, with no_process. The panel is hidden whenever nothing is selected, so a mode change or removing the selected entity hides it through #78's clearing.entities/buildings/buildings.gd:_task_for()is now public astask_for(). No behaviour change.common/game.gd/game.tscn: the panel is instanced underUIHUDLayer, andgame.gdinjectsTaskManagerandBuildingsinside the editor guard. The panel copes with either being missing.tools/screenshot_inspector.gd: the headed check.Verification
test/unit/test_inspector_panel.gd, 34 tests:TaskManagerbeing set.Buildings.task_for.Full GUT suite: 929 passed, 1 pending (the existing #85 placeholder). Editor scan: no script errors.
Headed, with
tools/screenshot_inspector.gdon the real game scene:All three were checked by eye.
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