Add enemy foundation: definitions, components, ranged damage (#44)
Enemy.gd now resolves stats/hull/color from EnemyDefinition resources and composes behaviour from capability components (EnemyPursuitComponent holds today's chase-the-nearest-ship logic), the same shape Ship.gd already uses for vessels. Fleet lookups go through a "player_fleet" group instead of a hardcoded ../Fleet sibling path, so an enemy parented anywhere (e.g. under a planet surface's SurfaceFeatures) still finds it. Also closes a real gap: enemies previously had no way to damage the fleet at range at all (Ship only reacted to physical contact, Projectile.gd was player-only). Ship.take_damage() is now a proper entry point - contact damage routes through it unchanged - and EnemyProjectile lets an enemy component fire at player_ships. Both ranged enemy archetypes in #45/#46 build on this. Part of the #40 conquest-mechanic breakdown.
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20 changed files with 393 additions and 42 deletions
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EnemyProjectile.tscn
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EnemyProjectile.tscn
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[gd_scene load_steps=3 format=3]
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[ext_resource type="Script" path="res://EnemyProjectile.gd" id="1"]
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[sub_resource type="CircleShape2D" id="1"]
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radius = 4.0
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[node name="EnemyProjectile" type="Area2D"]
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script = ExtResource("1")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("1")
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