float the selection panel over the game world instead of a side column
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@@ -390,11 +390,11 @@ Reshape mutations to flow through one path; behaviour unchanged.
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before the tick batch (runs even at 0× → build-while-paused preserved). A drained `Reset`
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triggers the view reset.
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- Refactored every UI mutation site: `GameWorldView` owns the `CommandManager` and enqueues
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directly; `MainWindow` and `SelectedBuildingPanel` emit `CommandRequestedEvent` (carrying a
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directly; `MainWindow` and `SelectionPanel` emit `CommandRequestedEvent` (carrying a
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`shared_ptr<const Command>`) which `GameWorldView` subscribes to and enqueues.
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- **Files:** new `lib/sim/Command.h`, `CommandManager.{h,cpp}`; `CommandRequestedEvent.h`;
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`Simulation.{h,cpp}` (`apply`); `GameWorldView.{h,cpp}`, `MainWindow.cpp`,
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`SelectedBuildingPanel.cpp`; new `CommandTest.cpp`.
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`SelectionPanel.cpp`; new `CommandTest.cpp`.
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- **Exit criteria:** game plays identically (including build-while-paused); determinism test
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still passes; `[command]` equivalence tests pass; no production call site can mutate the sim
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directly (compile-enforced: the `Simulation` mutators are private, tests excepted via
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