Enemy.gd now resolves stats/hull/color from EnemyDefinition resources and composes behaviour from capability components (EnemyPursuitComponent holds today's chase-the-nearest-ship logic), the same shape Ship.gd already uses for vessels. Fleet lookups go through a "player_fleet" group instead of a hardcoded ../Fleet sibling path, so an enemy parented anywhere (e.g. under a planet surface's SurfaceFeatures) still finds it. Also closes a real gap: enemies previously had no way to damage the fleet at range at all (Ship only reacted to physical contact, Projectile.gd was player-only). Ship.take_damage() is now a proper entry point - contact damage routes through it unchanged - and EnemyProjectile lets an enemy component fire at player_ships. Both ranged enemy archetypes in #45/#46 build on this. Part of the #40 conquest-mechanic breakdown.
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