feat: Implement cycle timer toggle, refactor continuous input, and improve movement synchronization.
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+12
-5
@@ -771,7 +771,7 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
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target_position = Vector2i(path[-1].x, path[-1].y)
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_CUBIC)
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tween.set_trans(Tween.TRANS_LINEAR)
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tween.set_ease(Tween.EASE_IN_OUT)
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for point in path:
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@@ -793,6 +793,10 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
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if clear_visual:
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enhanced_gridmap.clear_path_visualization()
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# Check for buffered input
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if movement_manager and movement_manager.has_method("_on_movement_finished"):
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movement_manager._on_movement_finished()
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# Only restore UI state if this is a human player
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if not (is_bot or is_in_group("Bots")):
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# Restore movement range highlights if it was the player's turn
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@@ -1075,8 +1079,9 @@ func force_action_state_none():
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var main = get_tree().get_root().get_node_or_null("Main")
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if main and main.ui_manager:
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main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
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action_manager.clear_highlights()
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action_manager.clear_playerboard_highlights()
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if action_manager:
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action_manager.clear_highlights()
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action_manager.clear_playerboard_highlights()
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# -----------------------------------------------------------------
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@@ -1214,10 +1219,12 @@ func highlight_occupied_playerboard_slots():
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action_manager.highlight_occupied_playerboard_slots()
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func clear_highlights():
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action_manager.clear_highlights()
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if action_manager:
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action_manager.clear_highlights()
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func clear_playerboard_highlights():
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action_manager.clear_playerboard_highlights()
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if action_manager:
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action_manager.clear_playerboard_highlights()
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func rotate_towards_target(target_pos: Vector2i):
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movement_manager.rotate_towards_target(target_pos)
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