#97b: waves replace the roaming enemy spawner #100
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Subticket of #97.
in
EnemySpawnerthat spawns one enemy every 3-6s forever goes away.should be visible" - the alert says a wave is coming, not when. The countdown
must not be readable off it.
fleet" - wave strength is a function of fleet size, so growing the fleet
raises the stakes rather than trivialising them.
Wave state belongs in
GameStatefor the same reason building damage does:the space scene is destroyed and rebuilt on every landing.
Done in
26f3728.The trickle is gone. Enemies arrive in waves: a long quiet, a warning, an
attack, and quiet again once the wave is dead. The clock lives in GameState so a
landing cannot cancel a wave or restart it from zero; the spawning stays in the
space scene, which also settles what happens if a wave turns while you are on a
surface - it is waiting for you when you get back.
EnemySpawnerkeeps its name on purpose: it is still the thing that putsenemies in the world, and 88 test files already ask it for a quiet map.
Strength is a function of the fleet, with the wave number as a slower second
term so a player who never grows still meets escalation. The budget is spent
most-expensive-first, so a bigger wave is heavier rather than merely longer.
"No timer should be visible" is enforced rather than observed: GameState offers
a 0..1 pulse and no remaining-seconds accessor at all, so the alert cannot drift
into being a countdown. The test pins both - that no such accessor exists, and
that the alert's text contains no digits.