Add capture points and the planet conquest loop (#43)
CapturePoint tracks neutral/blocked/capturing/captured state by polling proximity each frame (a ship in capture_radius, no enemy within enemy_clear_radius), draining gradually rather than resetting when interrupted, and calling GameState.mark_point_captured() on completion. PlanetSetupHost now instantiates the real CapturePoint scene per authored point (restoring already-captured state immediately on re-landing) and spawns each setup's authored enemies, replacing the placeholder markers from #42. CaptureLabel is a small self-polling HUD (same convention as ResourceCounter) showing "CAPTURED n/m" or "CONQUERED" with a one-shot fade on completion, themed per surface profile alongside the existing bank/fleet captions. test_planet_atmosphere_transition.gd's "no enemies on a landed surface" assumption no longer holds now that setups can place guard enemies by design - narrowed the check to what it actually needs to prove: no space-side EnemySpawner/AsteroidField node leaks across the scene swap. Part of the #40 conquest-mechanic breakdown.
This commit is contained in:
parent
65fe19aeb6
commit
c4e2ee7178
16 changed files with 511 additions and 36 deletions
|
|
@ -1107,6 +1107,10 @@ func captured_point_count(planet_key: String) -> int:
|
|||
return count
|
||||
|
||||
|
||||
func total_capture_points(planet_key: String) -> int:
|
||||
return capture_state(planet_key).get("captured", []).size()
|
||||
|
||||
|
||||
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.
|
||||
|
|
|
|||
Loading…
Reference in a new issue