97f38085e3
Continues the UI-first pass started by the New Game button. Per the design principle in CLAUDE.md / ARCHITECTURE.md §1, every player action must be reachable from a visible UI control with the keyboard shortcut as an optional accelerator. Refactor the single New Game button into a flex-row "action bar" anchored top-right with four buttons: Undo, Pause, Help, New Game (left → right; New Game rightmost as the most consequential action). Plumbing: - New `PauseRequestEvent` and `HelpRequestEvent` in events.rs. - pause_plugin::toggle_pause reads either Esc or PauseRequestEvent so the button and the keyboard accelerator drive the same code path (with the existing drag / game-over / selection guards). - help_plugin::toggle_help_screen reads either F1 or HelpRequestEvent; also fix the stale module-doc claim that H toggles help (it's F1 — H is bound to hint cycle in input_plugin). - hud_plugin now spawns four ActionButton-marked buttons via a ChildSpawnerCommands helper, with one click handler per button firing its respective request event. A single paint_action_buttons system covers hover/pressed colour for all of them via the shared ActionButton marker. The click handlers defensively re-register their request events so the plugin works in isolation under MinimalPlugins (tests). add_message is idempotent. - ARCHITECTURE.md HudPlugin row updated to call out the action bar. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>