Refactor combat flow to separate preBattle (buffs/siege/protect) and attack phases. Introduce `preAttack` and `postAttack` events to handle temporary armor modifications (pierce) and restores.
Key changes:
- **Data Updates**: Updated `cards.json` and `skills.json` to reflect new triggers (`preBattle`, `preAttack`) for skills like Pierce, Protect, Siege, and Counter. Adjusted stats for Imperial Assault card.
- **Combat Logic**: Modified `CombatEngine.js` to process preBattle buffs sequentially (rally, siege, protect) and handle pierce armor reduction/restoration logic.
- **Skill Processor**: Updated `SkillProcessor.js` to implement positional logic for Protect (self + neighbors), direct armor reduction for Pierce, and counter damage calculation.
- **Animations**: Added new animation methods in `CardObject.js` (`animateArmorLoss`, `animateArmorGain`) and `BattleScene.js` to visualize:
- **Pierce**: Projectile flying to target with armor drop animation, restored after attack.
- **Protect**: Shields rising on source and flying to neighbors with armor gain animation.
- **Siege**: Launcher overlay, missile arc trajectory, and explosion impact.
- **Counter**: Spike projectile fired at impact during the attack hold phase.
- **Deck Builder**: Overhauled `DeckBuilderScene.js` with a scrollable card grid, faction/rarity filters, and improved deck management UI (owned/used counts).