orbit/js/combat
Brian Fertig f9f5dca694 Rework faction systems into active war zones with faction-driven encount
- Faction-controlled systems now spawn only opposing-faction hostiles (never pirates/neutrals), and local-faction fighters join the player as allies during the fight.
- Rework patrol, bounty, and escort side-quests to the faction war model: patrols are always in-system vs one seeded rival; bounties target a rival's member in a hostile neighbor gated on jump-gate access; escorts rescue a trapped transport in hostile space and deliver it back through the gate into friendly territory.
- Implement per-faction reputation standing (setFaction/changeFaction) with save persistence; faction-owned places now resolve standingFor() via the controlling faction.
- Job boards on faction worlds post only faction-context missions with generic war-voice descriptions ({enemy} placeholder); neutral boards unchanged.
- Update all dev test suites (encounters, bounty-hunts, escort, escort-flow, reputation, sidequests) to cover the new faction rules and gate locks.
2026-09-29 21:22:42 -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 systems into active war zones with faction-driven encount 2026-09-29 21:22:42 -06:00
DuelPicker.js Add Zenith faction roster with wing-volley and electrified-zone archetyp 2026-09-29 19:07:23 -06:00
Encounters.js Rework faction systems into active war zones with faction-driven encount 2026-09-29 21:22:42 -06:00
EnemyAbilities.js Add Zenith faction roster with wing-volley and electrified-zone archetyp 2026-09-29 19:07:23 -06:00
EnemyShip.js
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EnemyTypes.js Add Zenith faction roster with wing-volley and electrified-zone archetyp 2026-09-29 19:07:23 -06:00
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
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XpManager.js
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main.js
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