/* [OVERLAY] Z-band registry — the ONE stacking map.
 *
 * Rebuilt from SHIPPED values during the positioning
 * wave (GAME_CONSTANTS.Z had zero call sites and stale
 * numbers). JS inline styles read GAME_CONSTANTS.Z;
 * stylesheets read these vars. The two are pinned
 * key-for-key equal by tests/test_z_registry.py, which
 * also budget-ratchets hardcoded z-index literals
 * per file — new files get budget 0: use the vars.
 *
 * Bands (each leaves headroom for internal offsets):
 *   world        1     game canvases
 *   scene-ui     300   .le-* scene chrome
 *   hud          1000  FAB rail, shelf, chips
 *   touch        1100  touch overlay + zones
 *   room         5000  practice rooms, under every modal
 *   pause        7000  pause menu (backdrop -2)
 *   cinematic    8500  staging frames
 *   modal        9000  .rq-modal-overlay tier
 *   battle       10000 .btl-overlay root
 *   transition   12000 wipes / irises
 *   debug        99999
 */
:root {
    --z-world: 1;
    --z-scene-ui: 300;
    --z-hud: 1000;
    --z-touch: 1100;
    --z-room: 5000;
    --z-pause: 7000;
    --z-cinematic: 8500;
    --z-modal: 9000;
    --z-check: 9400;
    --z-battle: 10000;
    --z-transition: 12000;
    --z-debug: 99999;
}
