PlanetSetup/PlanetSetupSpawn define a curated capture-point/enemy layout for a surface profile; PlanetSetups scans res://PlanetSetups/ at first use (not a hardcoded preload table) so dropping in a new .tres is the only step needed to add one, and resolves the same setup for the same planet deterministically, same pattern as WorldGen.planet_data_at_chunk. PlanetSurfaceController composes a PlanetSetupHost onto the landed surface alongside the existing resource-provider feature scene. Ships two starter setups (rocky_default, gas_default) with placeholder capture-point markers; #43 replaces the markers with the real CapturePoint scene through the same apply_setup() entry point. Part of the #40 conquest-mechanic breakdown.
16 lines
776 B
GDScript
16 lines
776 B
GDScript
class_name PlanetSetup
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extends Resource
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# A hand-authored capture-point/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).
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@export var capture_points: PackedVector2Array = PackedVector2Array()
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@export var enemy_spawns: Array[Resource] = []
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