Implement unified tunnel build mode (REQ-BLD-TUNNEL-MODE)
Collapse the two tunnel buttons into a single Tunnel button whose ghost resolves between Tunnel Entry and Tunnel Exit based on the hovered position, with a green connection preview. - Add pure core helper TunnelCompletion (firstTunnelFacing + resolveTunnelCompletion): the entry/exit completion scans and the sub-tile cursor tie-break, unit-tested in TunnelCompletionTest. - Dedup BeltSystem::reevaluateTunnelPairing onto firstTunnelFacing so the pairing scan rule lives in one place. - GameWorldView: resolve the ghost type on hover/rotate (matching built tunnels and construction sites), place the resolved type (drop the old auto-switch), and draw the matched partner + between-tiles in green. Hotkey 3 = Tunnel, 4 unused. - BuildButtonGrid: one "Tunnel" button; tunnel_exit stays player-placeable so blueprints and cost totals still account for exits. - Add the green tunnel_preview overlay color (VisualsConfig/Loader/toml). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
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@@ -9,6 +9,7 @@ add_files(
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BeltSystemTest.cpp
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SurfaceMaskTest.cpp
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BeltDragPathTest.cpp
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TunnelCompletionTest.cpp
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BuildingTest.cpp
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BuildingConfigTest.cpp
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ShipTest.cpp
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