Reorganized input
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@@ -4,20 +4,36 @@ class_name StrategyPhase extends Node2D
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@onready var combat_system: CombatSystem = $CombatSystem
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@onready var combat_ui: CombatUI = $CombatUI
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@onready var combat_map: CombatMap = $CombatMap
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@onready var camera: CameraController = $Camera2D
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func _ready() -> void:
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player_controller.combat_requested.connect(_on_combat_requested)
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player_controller.mouse_grid_changed.connect(_on_mouse_grid_changed)
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player_controller.camera_drag.connect(camera.apply_drag)
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combat_ui.fight_confirmed.connect(_on_fight_confirmed)
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combat_ui.fight_cancelled.connect(_on_fight_cancelled)
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func _on_mouse_grid_changed(coords: Vector2i) -> void:
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combat_map.target_tile(coords)
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combat_map.tile_highlight.set_grid_coords(coords)
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func _on_combat_requested(attacker: Unit, defender: Unit) -> void:
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var proposal := combat_system.create_proposal(attacker, defender)
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combat_map.set_highlight_enabled(false)
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_set_input_disabled(true)
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combat_ui.show_proposal(proposal)
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func _on_fight_confirmed(proposal: CombatProposal) -> void:
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combat_system.apply_proposal(proposal)
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combat_map.set_highlight_enabled(true)
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_set_input_disabled(false)
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func _on_fight_cancelled() -> void:
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combat_map.set_highlight_enabled(true)
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_set_input_disabled(false)
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func _set_input_disabled(disabled: bool) -> void:
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player_controller.input_disabled = disabled
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combat_map.set_highlight_enabled(not disabled)
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