class_name StrategyPhase extends Node2D @onready var player_controller: PlayerController = $PlayerController @onready var combat_system: CombatSystem = $CombatSystem @onready var combat_ui: CombatUI = $CombatUI @onready var combat_map: CombatMap = $CombatMap @onready var camera: CameraController = $Camera2D func _ready() -> void: player_controller.combat_requested.connect(_on_combat_requested) player_controller.mouse_grid_changed.connect(_on_mouse_grid_changed) player_controller.camera_drag.connect(camera.apply_drag) combat_ui.fight_confirmed.connect(_on_fight_confirmed) combat_ui.fight_cancelled.connect(_on_fight_cancelled) combat_ui.combat_system = combat_system func _on_mouse_grid_changed(coords: Vector2i) -> void: combat_map.target_tile(coords) func _on_combat_requested(attacker: Unit, defender: Unit) -> void: var atk_coords := combat_map.world_to_coords(attacker.position) var def_coords := combat_map.world_to_coords(defender.position) var distance := absi(atk_coords.x - def_coords.x) + absi(atk_coords.y - def_coords.y) var proposal := combat_system.create_proposal(attacker, defender, distance) _set_input_disabled(true) combat_ui.show_proposal(proposal) func _on_fight_confirmed(proposal: CombatProposal) -> void: combat_system.apply_proposal(proposal) _set_input_disabled(false) func _on_fight_cancelled() -> void: _set_input_disabled(false) func _set_input_disabled(disabled: bool) -> void: player_controller.input_disabled = disabled combat_map.set_highlight_enabled(not disabled)