City combat refactor#19
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Summary
This PR refactors several features that were developed earlier on the
city_combatbranch, with the goal of making the existing city combat and client UI behavior easier to reason about.Changes
too_many_argumentsallowance.UiState::CitySelectedinstead of storing it separately inController.UiState::GameFinished { outcome }so win/loss UI and input blocking are driven by one local UI state.DefeatedPlayer/VictoriousPlayerchecks from action bars, production controls, turn text, and lobby start handling.handle_left_click.Testing
cargo check -p clientcargo clippy -p client --all-targets