- 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.