feat: Add PlayerActionManager for handling player actions and highlights, and SpecialTilesManager for managing special tile effects and powerups.
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@@ -85,8 +85,9 @@ func highlight_cells_if_authorized(cells_to_highlight: Array, item_id: int = -1)
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for cell in cells_to_highlight:
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highlighted_cells.append(cell)
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# Use Layer 2 for overlay highlights (prevents overwriting walls on Layer 0)
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enhanced_gridmap.set_cell_item(
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Vector3i(cell.x, 0, cell.y),
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Vector3i(cell.x, 2, cell.y),
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highlight_item
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)
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@@ -182,10 +183,25 @@ func clear_highlights():
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# Store the current action state before clearing
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var main = player.get_tree().get_root().get_node_or_null("Main")
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var current_state = main.ui_manager.current_action_state if main else null
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var hover_id = enhanced_gridmap.hover_item
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for cell in highlighted_cells:
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if cell is Vector2i:
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enhanced_gridmap.set_cell_item(Vector3i(cell.x, 0, cell.y), enhanced_gridmap.normal_items[0])
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# Check Layer 2 (Overlay Highlight)
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var l2_pos = Vector3i(cell.x, 2, cell.y)
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var l2_item = enhanced_gridmap.get_cell_item(l2_pos)
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# Only clear if it looks like a highlight (e.g. ID 1)
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# or generally just clear layer 2 if we assume we own it for highlights?
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# Safest is to check against hover_id or typical highlight IDs.
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if l2_item != -1:
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enhanced_gridmap.set_cell_item(l2_pos, -1)
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# Check Layer 0 (Floor Highlight)
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var l0_pos = Vector3i(cell.x, 0, cell.y)
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var l0_item = enhanced_gridmap.get_cell_item(l0_pos)
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if l0_item == hover_id:
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enhanced_gridmap.set_cell_item(l0_pos, enhanced_gridmap.normal_items[0])
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highlighted_cells.clear()
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