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.
22 lines
744 B
Text
22 lines
744 B
Text
[gd_resource type="Resource" script_class="PlanetSetup" load_steps=4 format=3]
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[ext_resource type="Script" path="res://PlanetSetup.gd" id="1"]
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[ext_resource type="Script" path="res://PlanetSetupSpawn.gd" id="2"]
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[sub_resource type="Resource" id="Resource_r1"]
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script = ExtResource("2")
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enemy_id = "chaser"
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position = Vector2(450, 250)
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[sub_resource type="Resource" id="Resource_r2"]
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script = ExtResource("2")
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enemy_id = "chaser"
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position = Vector2(-600, -350)
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[resource]
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script = ExtResource("1")
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setup_id = "rocky_default"
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display_name = "Rocky Default"
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surface_profile_id = "rocky"
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capture_points = PackedVector2Array(700, 100, -650, 300, 50, -750)
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enemy_spawns = Array[Resource]([SubResource("Resource_r1"), SubResource("Resource_r2")])
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