orbit/js
Brian Fertig 89fac9ef78 Rework faction encounters into two-faction crossfire with per-player dis
- Faction space now deploys the local faction AND one rival as hostile groups
  (previously only an opposing faction attacked, local was allies), with both
  sized off the level band.
- Each ship's hostility toward the player is stamped from reputation standing
  vs `encounters.faction.hostileBelow`; neutral factions are observe-only —
  untargetable by guns/skills/escort fire, their bolts/seekers/rams fizzle past
  the ship, and they peel off once rivals are spent.
- Add faction-space encounter timers (tighter roll interval + cooldown) in
  `encounters.faction`, applied via `ctx.faction` in the director.
- Route all player-targeting paths through a new `_playerPool()`/
  `playerTargetable()` gate; add `_peelOff` disengage and rival-live check.
- Update tests for the two-group compose, disposition, and faction timers.
2026-09-30 16:28:56 -06:00
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build
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combat Rework faction encounters into two-faction crossfire with per-player dis 2026-09-30 16:28:56 -06:00
comms
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config
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dev
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economy
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entities
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galaxy
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mining
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player
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quests Rework gate-access lock copy to name the target system 2026-09-30 15:23:53 -06:00
reputation Rework faction systems into active war zones with faction-driven encount 2026-09-29 21:22:42 -06:00
research Tune jumpgate activation research duration to 20 s 2026-09-30 15:36:27 -06:00
save
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scan
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scenes Rework faction encounters into two-faction crossfire with per-player dis 2026-09-30 16:28:56 -06:00
ship
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skills
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tether
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ui Rework gate-access lock copy to name the target system 2026-09-30 15:23:53 -06:00
utils
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vendor
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vignettes
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visuals
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main.js
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