Added context cursors and combat HUD housings
Movement, interaction, and placement now communicate through the cursor while combat and exploration receive distinct metal-framed controls.

The wasteland now changes the cursor to match the action under it. Movement, attack, interaction, placement, and blocked states can be read before committing a click.
I also rebuilt the footer around physical metal housings. Exploration keeps a quieter field bar while combat exposes the time-unit actions with a harder red treatment.
“The interface should reveal the consequence of a click before the soldier acts.”
The change is mostly presentation, but it removes hesitation from a control scheme that already asks the player to switch between free movement and turn-based decisions.
This pass closes the gap between what the simulation knows and what the interface tells the player.