Suppress compass nav chips during active combat
- While `this.combat.active` is true, call `compass.refresh([])` and return early so edge arrows and name boxes step aside. - Combat chrome (threat markers, off-screen hostile arrows, kill feed) owns the screen edge while the player is shooting; nav chips would only compete with it. - The target set is recomputed every frame, so nothing is lost — a mid-fight discovery still pings above, and the first non-combat frame re-feeds the compass entries.
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@ -2495,6 +2495,20 @@ export class GameScene extends Phaser.Scene {
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const cam = this.cameras.main;
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const view = { left: cam.scrollX, top: cam.scrollY, w: this.scale.width, h: this.scale.height };
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// COMBAT LIVE (a hostile up, or a wave run in flight —
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// this.combat.active, the same predicate that raises the combat bar):
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// the edge ARROWS and name BOXES yield to the fight — the combat
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// chrome (threat markers, off-screen hostile arrows, the kill feed)
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// owns the screen edge while the player is shooting, and the nav
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// chips would only compete with it. refresh([]) retires the entries;
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// the first non-combat frame re-feeds them — the target set is
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// recomputed here every frame, so nothing is lost (a mid-fight
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// discovery still pings above; only the compass display steps aside).
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if (this.combat?.active) {
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this.compass.refresh([], view, this.scale.width, this.scale.height, time, delta, this.ship);
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return;
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}
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// The active route's NEXT STOP. In an intermediate system it is that
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// system's jump gate toward the destination (routeNextGate); in the
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// DESTINATION system it is the destination OBJECT itself (the last hop
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