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.
This commit is contained in:
Loïc Wisniewski 2026-08-15 14:41:19 +02:00
commit a1ad6cc844
5 changed files with 238 additions and 4 deletions

View file

@ -1020,6 +1020,66 @@ func _extractor_inventory(extractor: Dictionary) -> RefCounted:
return inventory
# Planet conquest: a planet must have every one of its capture points held
# before an extractor can be built there (see BuildController's placement
# gates). Keyed by the same stable planet_id as `extractors`, entirely
# separate from it - a planet can be conquered long before anyone builds an
# extractor on it, or never get one at all.
var planet_capture: Dictionary = {}
signal planet_conquered(planet_id: String)
func register_capture_points(planet_key: String, total: int) -> void:
# Idempotent: landing again on a planet must not wipe points already
# captured on a previous visit.
if planet_capture.has(planet_key):
return
var captured: Array = []
captured.resize(total)
captured.fill(false)
planet_capture[planet_key] = {"captured": captured, "conquered": false}
func capture_state(planet_key: String) -> Dictionary:
return planet_capture.get(planet_key, {"captured": [], "conquered": false})
func is_point_captured(planet_key: String, index: int) -> bool:
var captured: Array = capture_state(planet_key).get("captured", [])
if index < 0 or index >= captured.size():
return false
return bool(captured[index])
func mark_point_captured(planet_key: String, index: int) -> void:
if not planet_capture.has(planet_key):
return
var state: Dictionary = planet_capture[planet_key]
var captured: Array = state.captured
if index < 0 or index >= captured.size():
return
captured[index] = true
if state.conquered:
return
if captured.all(func(c): return bool(c)):
state.conquered = true
planet_conquered.emit(planet_key)
func is_planet_conquered(planet_key: String) -> bool:
return bool(capture_state(planet_key).get("conquered", false))
func captured_point_count(planet_key: String) -> int:
var captured: Array = capture_state(planet_key).get("captured", [])
var count: int = 0
for c in captured:
if c:
count += 1
return count
func _process(delta: float) -> void:
# Runs in the autoload, so mining and transport continue while the player
# is on a planet's surface or nowhere near either.