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:
Loïc Wisniewski 2026-08-15 21:22:10 +02:00
commit c4e2ee7178
16 changed files with 511 additions and 36 deletions

View file

@ -12,6 +12,15 @@ extends SceneTree
const SCRATCH_SETUP_PATH: String = "res://PlanetSetups/_test_scratch_setup.tres"
# Resolved via load() inside _initialize(), NOT a top-level `const ...
# preload(...)` - a top-level preload in a script-mode ENTRY point (-s
# this_file.gd) evaluates during this file's own early compilation, which
# can happen before autoloads are registered, and CapturePoint.gd
# references GameState in a function body (resolved at compile time). See
# test_capture_points.gd for the full explanation.
var PLANET_SETUP_SCRIPT: Script
var CAPTURE_POINT_SCRIPT: Script
var game_state: Node
var rocky_setup: Resource
var stage: int = 0
@ -20,6 +29,8 @@ var pending_surface: Node
func _initialize() -> void:
PLANET_SETUP_SCRIPT = load("res://PlanetSetup.gd")
CAPTURE_POINT_SCRIPT = load("res://CapturePoint.gd")
# --- 1. determinism and profile filtering ---
rocky_setup = PlanetSetups.setup_for_planet("chunk:3:7", "rocky")
if rocky_setup == null:
@ -42,7 +53,7 @@ func _initialize() -> void:
# --- 2. dropping a new .tres is picked up by rescan() ---
var before_count: int = PlanetSetups.setups_for_profile("rocky").size()
var scratch: Resource = PlanetSetup.new()
var scratch: Resource = PLANET_SETUP_SCRIPT.new()
scratch.setup_id = "_test_scratch_setup"
scratch.display_name = "Scratch"
scratch.surface_profile_id = "rocky"
@ -89,14 +100,14 @@ func _process(delta: float) -> bool:
if host.setup != rocky_setup:
pending_surface.free()
return _fail("host did not receive the deterministically resolved setup")
var marker_count: int = 0
var point_count: int = 0
for child in host.get_children():
if child is NeonPiece:
marker_count += 1
if marker_count != rocky_setup.capture_points.size():
if child.get_script() == CAPTURE_POINT_SCRIPT:
point_count += 1
if point_count != rocky_setup.capture_points.size():
pending_surface.free()
return _fail("host placed %d markers for %d capture points" % [
marker_count, rocky_setup.capture_points.size()
return _fail("host placed %d capture points for %d authored ones" % [
point_count, rocky_setup.capture_points.size()
])
pending_surface.free()