renamed layer from 'battleboardlayer' to 'battleboard', because explicitly calling a layer a layer just felt weird to me
adjusted the mouse logic for aiming abilities to move them into the BattleBoardLayer, as part of my attempts to move all keyboard/mouse logic out of scenes and into layers
added a TorchHelper object that, for right now, just houses a quick function to convert a Vector2 into a Point
combined SelectMovementTarget and SelectAbilityTarget into a single function, since they were already almost identical. I had to add a new AbilityTarget value for unoccupied squares, but this could be beneficial in the future should I add abilities that place a trap on a square. I also moved the logic to determine if an ability can target a square over to the Ability object itself
modified how the radial menu exit behavior works to use an Action Invoked by the menu itself. This finalizes the work on moving keyboard/mouse logic outside of the BattleScene and into the layers