In-mission SELECTED portrait: pick by unit sprite, not by side fallback (sub-issue 22-2) #25
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Mark/cybertactics#25
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Parent-Issue: #22
Sub-issue 22-2 — selected-panel portrait is missing for non-squad
web/js/ui.jsupdateUI()line 644 selectsPORTRAIT[u.sprite]only when thesprite is in
PORTRAIT. For non-squad enemies inspected via LMB, the rendererfalls back to
assets/portraits/<vex|ganger>.png— wrong portrait for theinspected unit. Concrete symptom: SABLE (an enemy) shows VEX's face when
inspected because VEX is the first squad sprite in the
PORTRAITmap.Fix
The fallback on line 644 should not pick a squad portrait. Options:
assets/portraits/silhouette.png) when theinspected unit's sprite is not in
PORTRAIT.<img>and render a placeholder element when noportrait exists for the inspected unit.
Pick the smallest change that satisfies the acceptance below.
File(s)
web/js/ui.jsline 644 (one-line change)Acceptance
silhouette); no squad portrait leaks into the enemy inspect path
make cipassesRefs
web/js/ui.js:644Fixed in commit
18ced82on origin/main.The
web/js/ui.js updateUI()line 676 fallback (which usedvex.pngfor squad /ganger.pngfor non-squad when a sprite id is not inPORTRAIT) now renders a neutral striped<div class="selport selport-miss">placeholder instead.#sel .selport-miss { background: repeating-linear-gradient(45deg, #05070b 0 6px, #0e1218 6px 12px); }make ci(lint + godot import + playwright smoke) all pass