#211 conquest is the fight now: a planet registers the garrison its setup authors, each defender's own death counts against it, and the last one takes the world. The capture points - stand in a ring, wait out a timer, once per ring - are gone, along with the editor palette that placed them. #212 conquest opens a dialog on the surface naming the research points recovered; the award travels with the signal, after it is banked. #209 the prologue's charted sectors go with the breach, so the map the survivors keep is of where they now are - and "chart 30 sectors" is no longer complete before they have flown anywhere. #218 enemy variety is gated on the FLEET, not on wave strength: a starting fleet meets chasers only at any wave number, and each vessel past three opens one more kind. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
24 lines
1.3 KiB
GDScript
24 lines
1.3 KiB
GDScript
class_name PlanetSetup
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extends Resource
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# A hand-authored enemy layout for a planet surface. Chosen
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# deterministically per planet (see PlanetSetups.setup_for_planet) rather
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# than generated - #40 wants curated setups, not procedural ones - and
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# stored as a committed .tres under res://PlanetSetups/, not in a save.
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@export var setup_id: String = ""
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@export var display_name: String = ""
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# Which PlanetSurfaceProfiles id (e.g. "rocky", "gas") this setup was
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# authored for; only setups matching a planet's own profile are eligible.
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@export var surface_profile_id: String = "rocky"
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# Surface-local positions (the fleet lands at Vector2.ZERO). #211 removed the
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# capture_points that used to sit beside these: the garrison IS the objective
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# now, so the enemies are the whole of what a setup places.
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@export var enemy_spawns: Array[Resource] = []
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# Research points awarded for conquering this map, set in the map editor.
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# A harder lab is worth more, and how hard a lab IS depends on the layout
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# authored here - how many and what kind of defenders - which the planet
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# type cannot know. 0 means "use whatever the
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# planet type awards", so every setup written before this existed keeps its
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# old value rather than silently dropping to nothing.
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@export var research_point_reward: int = 0
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