combat: thread ship through shield/evasion readouts drawShieldsIndicator and drawEvasionReadout took no Ship and were calling NewPlayerShip() per frame to locate the Shields/Engines room. That allocates a 5-room slice each draw call and hides the coupling. Pass g.ship through instead — explicit interface (GPC1), zero alloc, and the renderer follows whatever layout main.go owns.
combat: render, input, restart - drawShip gains hitFlashT param; red flash overlay on hit - drawEnemyShip: full roleColor rooms, same flash rule - drawHullBars, drawWeaponCharge, drawShieldsIndicator, drawEvasionReadout, drawResultOverlay - Game gains combat/enemy/rng; updateCombat wired in Update - HUD clicks no-op after result; R key restarts when fight is decided
systems-power: drawHud, room dimming, right-click input systems-power
crew-movement: wire input, tick, and render Add drawCrew to render.go (interpolated circle + selection ring + initial label). Extend Game with crew slice, walkable-tile map, selectedCrew, and dt-based tick; handle left-click for crew selection and BFS-path dispatch.
scaffold game loop and placeholder ship render