Add black hole planet and dark matter resource (#55)
A rare, deterministically-seeded landable body yielding a fourth resource, dark matter, obtainable only through an extractor - never a surface pickup. Reuses every existing generic system (resource/planet definitions, surface profiles, extractor/transporter pipeline) with no type-switch branching. Also fixes a latent conquest-gating gap: a surface profile with no authored PlanetSetup (like the black hole's "void") never registered capture points at all, permanently blocking extractor placement. register_capture_points() now treats zero required points as vacuously conquered, and PlanetSurfaceController registers that zero-point state explicitly when no setup exists.
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20 changed files with 421 additions and 2 deletions
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@ -65,6 +65,16 @@ func _compose_surface(profile: Resource) -> void:
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var setup_host: Node = SETUP_HOST_SCENE.instantiate()
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feature_host.add_child(setup_host)
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setup_host.apply_setup(setup)
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else:
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# No PlanetSetup exists for this profile at all (#55: "void" has
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# none authored) - register zero required points directly, rather
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# than leaving this planet's conquest state unregistered forever.
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# capture_state()'s fallback for an unregistered planet_id defaults
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# to conquered=false (see test_planet_conquest_gate.gd's own "a
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# fresh planet reported conquered" check), which would otherwise
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# permanently block extractor placement here - register_capture_
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# points() treats a total of 0 as vacuously already conquered.
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GameState.register_capture_points(GameState.planet_id, 0)
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func _on_exit_pressed() -> void:
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