Draw capture points behind fleet vessels (#50)
CapturePoint.gd left z_index at its default 0, the same layer Ship draws on, so a ship parked inside a ring was partly swallowed by the ring fill - exactly where the player most needs to see their own vessels. Set z_index = -1, matching the convention every other world object already follows (Planet, Rock, Building, Hauler, Transporter, VesselDelivery). Verified with a ship placed directly on a capture point in the preview screenshot, and asserted in test_capture_points.gd.
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@ -197,6 +197,8 @@ func _process(delta: float) -> bool:
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# through the build UI here to avoid duplicating that coverage.
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if not game_state.is_planet_conquered(planet_id):
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return _fail("single-point planet was not marked conquered")
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if point.z_index >= 0:
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return _fail("capture point does not draw behind the fleet/enemies (z_index=%d)" % point.z_index)
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print("TEST_CAPTURE_POINTS: PASS")
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quit(0)
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