Campaign mission system: 20 mission definitions, goals, unlocks, carry-over

- campaign.rs: missions as key data (size, rivers, fortresses, goals, waves, time limit, gifts);
  start_mission builds the map with the generator; tools unlock step by step; the strongest
  5 creatures and 20% of the gold are carried into the next mission; campaign progress type
- Map generator options (portals, treasure caves, hero gate) and meandering rivers with
  knight bridges
- Mission goals: shards, gate of the order, all knights, vault loot, knight towers, waves;
  time limits; waves and gate defenders only where the mission wants them
- Locked tools are shown dark and cannot be chosen; HUD shows gate/waves/time only when used
- Fix: patrol routes no longer start on tower spots
- Tests: every mission builds, its goals are possible, wave heroes reach the core

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Richard ZinkandClaude Opus 5.5 committed 2026-11-03 11:11:53 +01:00
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commit 46755d68ac
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@@ -423,3 +423,10 @@ msg.bridge_torn = Die Ritter haben eine deiner Brücken eingerissen!
job.tear_bridge = Reißt eine Brücke ein
job.patrol = Auf Patrouille
job.guard = Hält Wache
# campaign
msg.mission_start = Mission: {0}
msg.mission_won = Mission erfüllt!
msg.time_up = Die Zeit ist um - die Ritter haben ihre Schätze in Sicherheit gebracht.
hud.time_left = Zeit
msg.tool_locked = Das steht in dieser Mission noch nicht zur Verfügung.