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Wire the extracted HD sidebar power/progress meters #1

Description

@DavidClawson

The remastered sidebar art is already extracted but nothing draws it — the sidebar still renders the procedural meters.

What exists. tools/extract_remastered_sprites.py --category ui writes the power-meter segments and the in-progress / train / resource fill bars to <extracted>/sprites_remastered/ui/sidebar/. If you have run install-assets.sh, the PNGs are already on your disk.

What to do. Blit that art in the sidebar instead of the procedural bars, and fall back to the procedural drawing when ui/sidebar/ is not installed — exactly the pattern Rendering/GameCursorHD.swift already uses for the HD cursors (drawHDCursor tries the texture family first, drawProceduralCursor catches the miss). Copy its lazy-load-and-cache structure rather than inventing a new one.

Where. Game/GameSidebar.swift builds the sidebar model (the power color/low-power logic is around line 321); Rendering/GameRenderer.swift draws it (renderSidebar).

Why this is a good first issue. It is presentation only — no simulation state is touched, so the --determinism baselines cannot move. You need assets installed to see the result, but you cannot break the sim.

Not extractable, so do not go looking for them: the sidebar chrome/frame (vector/HTML in the remaster), the build cameos (never remastered — still classic SHPs), and the radial build-progress clock (a procedural shader). See the HD UI notes in CLAUDE.md.

Roadmap: Phase 4. Parity: the ⬜ "HD sidebar power/progress meters" row in docs/PARITY.md.

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    enhancementNew feature or requestgood first issueGood for newcomersrenderingPresentation only — no simulation impact

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