the scanner should show the closest non-conqueered planet, even if the chunk was not visited and should show a point on the map and direction while flying #200
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10d19a3onmain.Closest non-conquered planet, visited or not
GameState.scan_for_planet()now skips any planet already conquered, and the ring search no longer returns the first chunk-ring hit. Candidates are compared by their actual generated world position, and the search only stops once the nearest candidate is closer than anything the unsearched rings could still contain. The search runs over generated chunks rather thanexplored_chunks, so unvisited space is included; the hit's neighbourhood is then revealed on the persistent map.Point on the map
The accepted target is kept in
GameState.scanner_target(cleared on new game, and ignored once that planet is conquered).WorldMapContentdraws it as a cyan reticle - arc plus four ticks - in its own pass, independent of the explored-chunk drawing, so the destination stays visible even when it lies beyond travelled space and is distinct from planet, building and fleet symbols.Direction while flying
New
ui/ScannerGuidanceoverlay inMain.tscn: an arrow that points from the fleet centroid toward the target, tinted with the planet definition's map colour, clamped to a safe screen margin when the target is off-screen, with aNAME - N.N SECTORScaption placed away from the screen edge. It hides during the intro and while any modal menu is open.Verification
tests/test_planet_scanner.gdextended for the unconquered/nearest-by-world-position rules and target retention.test_planet_map_assignment,test_map_building_markers,test_planet_prompt_map_interaction,test_planet_map_marker_matches_spawn,test_world_map_ui- 5/5 pass.No web deployment was performed.