Add planet setups as authored resources (#42)
PlanetSetup/PlanetSetupSpawn define a curated capture-point/enemy layout for a surface profile; PlanetSetups scans res://PlanetSetups/ at first use (not a hardcoded preload table) so dropping in a new .tres is the only step needed to add one, and resolves the same setup for the same planet deterministically, same pattern as WorldGen.planet_data_at_chunk. PlanetSurfaceController composes a PlanetSetupHost onto the landed surface alongside the existing resource-provider feature scene. Ships two starter setups (rocky_default, gas_default) with placeholder capture-point markers; #43 replaces the markers with the real CapturePoint scene through the same apply_setup() entry point. Part of the #40 conquest-mechanic breakdown.
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17 changed files with 350 additions and 4 deletions
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@ -2,6 +2,8 @@ extends Node2D
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const SURFACE_PROFILES = preload("res://PlanetSurfaceProfiles.gd")
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const PLANET_DEFINITIONS = preload("res://PlanetDefinitions.gd")
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const PLANET_SETUPS = preload("res://PlanetSetups.gd")
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const SETUP_HOST_SCENE: PackedScene = preload("res://PlanetSetupHost.tscn")
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# Bootstraps the surviving fleet, including each vessel type, on this scene's
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# own startup (from GameState, since this is a fresh scene tree - nothing here
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@ -46,10 +48,21 @@ func _compose_surface(profile: Resource) -> void:
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var caption: Label = get_node(caption_path)
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caption.add_theme_color_override("font_color", profile.caption_color)
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caption.add_theme_color_override("font_outline_color", profile.caption_outline_color)
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if profile.features_scene == null:
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return
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var features: Node = profile.features_scene.instantiate()
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feature_host.add_child(features)
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if profile.features_scene != null:
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var features: Node = profile.features_scene.instantiate()
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feature_host.add_child(features)
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var setup: Resource = PLANET_SETUPS.setup_for_planet(GameState.planet_id, profile.profile_id)
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if setup != null:
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# Untyped on purpose: a static PlanetSetupHost annotation here would
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# need the global class_name cache to already know about it, which
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# is only true after an editor/import pass has run (see #31/#35's
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# load-order notes) - a plain Node reference plus duck-typed
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# apply_setup() sidesteps that entirely, same as BuildingDefinitions
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# and VesselDefinitions already do for their own resource types.
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var setup_host: Node = SETUP_HOST_SCENE.instantiate()
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feature_host.add_child(setup_host)
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setup_host.apply_setup(setup)
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func _on_exit_pressed() -> void:
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