CapturePoint.gd left z_index at its default 0, the same layer Ship
draws on, so a ship parked inside a ring was partly swallowed by the
ring fill - exactly where the player most needs to see their own
vessels. Set z_index = -1, matching the convention every other world
object already follows (Planet, Rock, Building, Hauler, Transporter,
VesselDelivery).
Verified with a ship placed directly on a capture point in the
preview screenshot, and asserted in test_capture_points.gd.
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.