Add planet conquest state and gate extractor placement (#41)
Planets now need every capture point held before an extractor can go up there: GameState tracks per-planet capture progress keyed by the same stable planet_id as extractors, and BuildController's four extractor placement checks (menu enable, status text, info popup, confirm) all re-check conquest, not just proximity/duplication. Part of the #40 conquest-mechanic breakdown.
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5 changed files with 238 additions and 4 deletions
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GameState.gd
60
GameState.gd
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@ -1020,6 +1020,66 @@ func _extractor_inventory(extractor: Dictionary) -> RefCounted:
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return inventory
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# Planet conquest: a planet must have every one of its capture points held
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# before an extractor can be built there (see BuildController's placement
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# gates). Keyed by the same stable planet_id as `extractors`, entirely
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# separate from it - a planet can be conquered long before anyone builds an
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# extractor on it, or never get one at all.
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var planet_capture: Dictionary = {}
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signal planet_conquered(planet_id: String)
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func register_capture_points(planet_key: String, total: int) -> void:
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# Idempotent: landing again on a planet must not wipe points already
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# captured on a previous visit.
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if planet_capture.has(planet_key):
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return
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var captured: Array = []
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captured.resize(total)
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captured.fill(false)
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planet_capture[planet_key] = {"captured": captured, "conquered": false}
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func capture_state(planet_key: String) -> Dictionary:
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return planet_capture.get(planet_key, {"captured": [], "conquered": false})
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func is_point_captured(planet_key: String, index: int) -> bool:
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var captured: Array = capture_state(planet_key).get("captured", [])
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if index < 0 or index >= captured.size():
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return false
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return bool(captured[index])
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func mark_point_captured(planet_key: String, index: int) -> void:
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if not planet_capture.has(planet_key):
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return
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var state: Dictionary = planet_capture[planet_key]
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var captured: Array = state.captured
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if index < 0 or index >= captured.size():
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return
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captured[index] = true
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if state.conquered:
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return
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if captured.all(func(c): return bool(c)):
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state.conquered = true
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planet_conquered.emit(planet_key)
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func is_planet_conquered(planet_key: String) -> bool:
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return bool(capture_state(planet_key).get("conquered", false))
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func captured_point_count(planet_key: String) -> int:
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var captured: Array = capture_state(planet_key).get("captured", [])
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var count: int = 0
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for c in captured:
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if c:
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count += 1
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return count
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func _process(delta: float) -> void:
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# Runs in the autoload, so mining and transport continue while the player
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# is on a planet's surface or nowhere near either.
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