extends Node signal insect_selected(button, is_black) signal insect_placed(insect_resource, is_black, position) signal insect_placement_cancelled signal insect_tile_created(tile, pos) signal insect_tile_selected(tile) signal insect_tile_selecetion_failed(tile) signal insect_tile_deselected(tile) signal insect_tile_moved(tile, to) signal insect_tile_finished_moving(tile, to) signal insect_tiles_selected_for_action(source_tile, target_tiles, action) signal insect_action_cancelled() signal insect_action_done() # ??? Maybe? Right now we have a gameendchecker... signal choose_action_or_move(tile, has_action_targets, has_move_targets) signal insect_tile_move_started(tile) signal insect_tile_action_started(tile) signal show_move_error(error) signal draw_offer_sent() signal draw_offer_received() signal draw_answer_sent(accepted) signal draw_answer_received(accepted) # Turn started could work implicitly? We'll see... signal pass_round signal turn_started(turn_num, map, is_blacks_turn) signal turn_ended(turn_num, map) signal game_started signal game_over(black_lost, white_lost) # Menu signal switch_to_menu(from, to)