fix: don't fire weapon when choosing upgrade from level-up menu
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@@ -61,7 +61,7 @@ for (const f of files) {
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}
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// const/let top-level bindings live in the context's lexical scope, not on the
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// global object — expose the ones the harness pokes at directly.
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vm.runInContext('Object.assign(this, { G, Input, WEAPONS, Music, Sfx, SfxBank, W, H, WALL, ITEMS, ACTIVES, PERKS, ENEMY_TYPES, BOSS_DEFS, SPRITE_MANIFEST, Sprites, ACTOR_ANIMS, PRESSURE_UNIT, PRESSURE_MIN, PRESSURE_MAX, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN, defaultPlayerStats, applyPressureDelta, debugRebuildStats, debugEnabled, DEBUG_PAGES })', sandbox);
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vm.runInContext('Object.assign(this, { G, Input, WEAPONS, Music, Sfx, SfxBank, W, H, WALL, ITEMS, ACTIVES, PERKS, ENEMY_TYPES, BOSS_DEFS, SPRITE_MANIFEST, Sprites, ACTOR_ANIMS, PRESSURE_UNIT, PRESSURE_MIN, PRESSURE_MAX, PRESSURE_DIAL_MIN, PRESSURE_DIAL_MAX, WEAPON_DROP_LOCKOUT, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN, defaultPlayerStats, applyPressureDelta, debugRebuildStats, debugEnabled, DEBUG_PAGES })', sandbox);
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let simTime = 0;
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const ctx = sandbox;
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@@ -308,6 +308,22 @@ console.log('== rebalanced perks + automatic draft ==');
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ctx.G.autoPerk = false;
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ctx.startRun(); step(3, 16);
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}
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console.log('== upgrade card click does not fire ==');
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{
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ctx.startRun(); step(3, 16); // fresh run in play mode
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ctx.G.enemies.length = 0; // determinism: nothing can interfere
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const perksBefore = ctx.G.player.perks.length;
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ctx.G.pendingLevelups = 1; ctx.G.perkChoices = ctx.PERKS.slice(0, 3); ctx.G.mode = 'levelup';
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// click inside card 0 (cards start at x=207, y=220, 170x230)
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ctx.Input.mx = 300; ctx.Input.my = 300;
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ctx.Input.mpressed = true; ctx.Input.mdown = true;
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step(6, 16); // first frame consumes the click, the rest run with mdown held
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check('card click exits the draft into play', ctx.G.mode === 'play');
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check('card click grants exactly one perk', ctx.G.player.perks.length === perksBefore + 1);
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check('card click fires no bullet (mdown not carried into play)', ctx.G.bullets.length === 0);
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}
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autoDraft = true; // later sections must not get stuck in the perk draft
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console.log('== shield heart perk ==');
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