CapturePoint tracks neutral/blocked/capturing/captured state by polling proximity each frame (a ship in capture_radius, no enemy within enemy_clear_radius), draining gradually rather than resetting when interrupted, and calling GameState.mark_point_captured() on completion. PlanetSetupHost now instantiates the real CapturePoint scene per authored point (restoring already-captured state immediately on re-landing) and spawns each setup's authored enemies, replacing the placeholder markers from #42. CaptureLabel is a small self-polling HUD (same convention as ResourceCounter) showing "CAPTURED n/m" or "CONQUERED" with a one-shot fade on completion, themed per surface profile alongside the existing bank/fleet captions. test_planet_atmosphere_transition.gd's "no enemies on a landed surface" assumption no longer holds now that setups can place guard enemies by design - narrowed the check to what it actually needs to prove: no space-side EnemySpawner/AsteroidField node leaks across the scene swap. Part of the #40 conquest-mechanic breakdown.
32 lines
904 B
GDScript
32 lines
904 B
GDScript
extends Label
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# Polls GameState directly, same convention as ResourceCounter/GasCounter,
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# so it stays correct without anyone having to push updates into it. Hidden
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# entirely when the current planet has no capture points (e.g. no setup
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# resolved for it) rather than showing "0/0".
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var _was_conquered: bool = false
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func _process(_delta: float) -> void:
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var planet_id: String = GameState.planet_id
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var total: int = GameState.total_capture_points(planet_id)
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if total <= 0:
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visible = false
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return
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visible = true
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var conquered: bool = GameState.is_planet_conquered(planet_id)
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if conquered:
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text = "CONQUERED"
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if not _was_conquered:
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_flash()
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else:
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text = "CAPTURED %d/%d" % [GameState.captured_point_count(planet_id), total]
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_was_conquered = conquered
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func _flash() -> void:
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modulate.a = 0.0
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var tween: Tween = create_tween()
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tween.tween_property(self, "modulate:a", 1.0, 1.2)
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