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

@ -1,22 +1,19 @@
class_name PaletteEntryButton
extends Control
# One selectable tile in the setup editor's palette: either the generic
# capture-point marker, or one enemy definition's own hull/colour. Drawn
# directly from the definition rather than a fixed icon set, so a new
# EnemyDefinitions entry shows up automatically with no editor code change.
# One selectable tile in the setup editor's palette: one enemy definition's
# own hull and colour. Drawn directly from the definition rather than a fixed
# icon set, so a new EnemyDefinitions entry shows up automatically with no
# editor code change. #211 removed the capture-point tile that used to sit
# alongside them.
signal pressed
@export var is_capture_point: bool = false
const ENEMY_DEFINITIONS = preload("res://enemies/EnemyDefinitions.gd")
@export var enemy_definition: Resource
@export var selected: bool = false: set = set_selected
const RING_COLOR: Color = Color(0.55, 0.85, 1.0)
func set_selected(value: bool) -> void:
selected = value
queue_redraw()
@ -44,13 +41,7 @@ func _draw() -> void:
var frame_color: Color = Color(1.0, 0.95, 0.9) if selected else Color(0.4, 0.45, 0.5)
NeonDraw.draw_glowing_polygon(self, frame, frame_color, 0.85 if selected else 0.5)
if is_capture_point:
var points: PackedVector2Array = PackedVector2Array()
for i in range(16):
var angle: float = float(i) / 16.0 * TAU
points.append(center + Vector2(cos(angle), sin(angle)) * (size.x * 0.28))
NeonDraw.draw_glowing_polygon(self, points, RING_COLOR, 0.8)
elif enemy_definition != null:
if enemy_definition != null:
# Same routine as the marker and the enemy, so the button previews
# what will actually be placed.
var scale_factor: float = (size.x * 0.5) / 28.0 * 0.6