Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface profile (drives the real lunar_surface background, not a blank sheet), place/move/delete capture points and enemies from a palette generated straight off EnemyDefinitions.all() (a new enemy definition shows up with no editor change), pan/pinch-zoom the canvas with the same touch idiom as GameController, then save to res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from the main menu's Map Editor button. The mutation methods (new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole model and work standalone, which is what lets tests/test_setup_editor.gd drive placement/move/delete/save/reload directly without simulating touch input. Every cross-file reference is a preloaded script const rather than a bare global class name, matching #42/#44's load-order notes - this file is instantiated from other scripts' function bodies, never as a script-mode test entry point itself, so it wasn't at risk the same way the test files were, but the pattern is kept consistent throughout. Part of the #40 conquest-mechanic breakdown. This closes out the breakdown: #41-#48 are now all implemented, tested, and merged.
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12 changed files with 876 additions and 15 deletions
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@ -9,10 +9,7 @@ extends Node2D
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func _ready() -> void:
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play_button.pressed.connect(_on_play_pressed)
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editor_button.pressed.connect(_on_editor_pressed)
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# #48 wires the real map editor scene up to this button; until then it
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# stays visible but explains itself instead of silently doing nothing
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# or pointing at a scene that doesn't exist yet.
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editor_button.enabled = false
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editor_button.enabled = true
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quit_button.pressed.connect(_on_quit_pressed)
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quit_button.visible = not OS.has_feature("web")
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