Take planets by killing what defends them

#211 conquest is the fight now: a planet registers the garrison its setup
authors, each defender's own death counts against it, and the last one takes
the world. The capture points - stand in a ring, wait out a timer, once per
ring - are gone, along with the editor palette that placed them.
#212 conquest opens a dialog on the surface naming the research points
recovered; the award travels with the signal, after it is banked.
#209 the prologue's charted sectors go with the breach, so the map the
survivors keep is of where they now are - and "chart 30 sectors" is no
longer complete before they have flown anywhere.
#218 enemy variety is gated on the FLEET, not on wave strength: a starting
fleet meets chasers only at any wave number, and each vessel past three
opens one more kind.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
This commit is contained in:
Loïc Wisniewski 2026-09-05 13:31:25 +02:00
commit 6e13b6397c
42 changed files with 540 additions and 749 deletions

View file

@ -44,8 +44,8 @@ func _initialize() -> void:
target_planet_id = "chunk:%d:%d" % [target_chunk.x, target_chunk.y]
# This test is about the resource-id gate, not conquest itself (see
# test_planet_conquest_gate) - pre-conquer the target directly.
game_state.register_capture_points(target_planet_id, 1, "research_lab")
game_state.mark_point_captured(target_planet_id, 0)
game_state.register_planet_garrison(target_planet_id, 1, "research_lab")
game_state.mark_garrison_enemy_destroyed(target_planet_id)
game_state.reset_progression()
for node in GameState.SKILL_TREE:
game_state.unlocked.append(node.id)