orbit/js/combat
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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Aiming.js
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Bullet.js
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CamShake.js
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Combat.js
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CombatHud.js
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CombatScene.js
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CombatSfx.js
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CombatSystem.js Rework faction encounters into two-faction crossfire with per-player dis 2026-09-30 16:28:56 -06:00
DuelPicker.js
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Encounters.js Rework faction encounters into two-faction crossfire with per-player dis 2026-09-30 16:28:56 -06:00
EnemyAbilities.js Rework faction encounters into two-faction crossfire with per-player dis 2026-09-30 16:28:56 -06:00
EnemyShip.js
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EnemyTypes.js
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Fx.js
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Missile.js
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NeutralShip.js
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StarDrift.js
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TransportShip.js
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Waves.js
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Weapons.js Rework faction encounters into two-faction crossfire with per-player dis 2026-09-30 16:28:56 -06:00
XpManager.js
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main.js
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