Currently, captured factories are tracked by the game, but they are not shown to the player in any way. This shows the number of factories on the system panel. (Underneath incoming transports, if there are any incoming transports.) (I don't know if this is the best place for it, I just put it here since I was imitating the incoming-transports notice since that's what taught me how to put text on the system panel at all.)
This also fusses with the incoming-transports display code just a bit, removing a conditional that I think is redundant.
playerPopApproachingSystem() and enemyPopApproachingPlayerSystem() and isPlayer() are all called directly by drawPlanetInfo() anyway, so it doesn't seem like we need to call them via showTransports() first.
(Making it just a scoped block instead of a conditional allows the alienFactories display to piggyback off of it.)
Currently, captured factories are tracked by the game, but they are not shown to the player in any way. This shows the number of factories on the system panel. (Underneath incoming transports, if there are any incoming transports.) (I don't know if this is the best place for it, I just put it here since I was imitating the incoming-transports notice since that's what taught me how to put text on the system panel at all.)
This also fusses with the incoming-transports display code just a bit, removing a conditional that I think is redundant.
playerPopApproachingSystem()
andenemyPopApproachingPlayerSystem()
andisPlayer()
are all called directly bydrawPlanetInfo()
anyway, so it doesn't seem like we need to call them viashowTransports()
first.(Making it just a scoped block instead of a conditional allows the alienFactories display to piggyback off of it.)