orbit/js/scenes
Brian Fertig e2878da59c Add faction worldgen layer: territories, capitals, bridges, and arid pla
- Assign each jump-tree branch a faction (apex/mindweave/zenith) with seeded
  shuffle; territory = depth 2..maxDepth-1 per branch, ring + tips stay neutral
- Designate four capital worlds (neutral + one per faction) as the outermost
  planet of their system, with fixed frames 18-21 and faction-owned settlements
- Add cross-branch bridge gates in the middle belt so factions can reach each
  other without routing through the trunk; Dijkstra picks the shorter route
- Introduce arid planet class (always habitable, settles as colony) across all
  system types with rebalanced class weights
- Wire Trestle's last brief to auto-set destination to the neutral capital on
  acknowledgment (CommsHub onEnd → GameScene._commEnded)
- Render faction ring layer + capital seat marks on the galaxy plate; style
  bridge lanes distinctly from trunk edges
- Populate settlement owner from system faction (reputation seam now live);
  SystemReport reads faction label/color
- Add dev/factions.test.mjs covering config, branches, capitals, territory,
  arid, bridges, determinism; update existing tests for new invariants
2026-09-10 21:45:33 -06:00
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GameScene.js Add faction worldgen layer: territories, capitals, bridges, and arid pla 2026-09-10 21:45:33 -06:00
MenuScene.js
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SurfaceScene.js
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