Merge commit integrating big-rooms + linux-and-qol (keep both features)
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commit
d9a921a1ea
9 files changed
+103
-5
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@@ -15,3 +15,8 @@ win:
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target:
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- zip
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icon: build/icon.png
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linux:
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target:
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- AppImage
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icon: build/icon.png
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category: Game
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+1
-1
@@ -94,7 +94,7 @@ const ITEMS = {
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butchersoath: { name: "Butcher's Oath", desc: '+80% damage, but max HP set to 2', rarity: 'legendary', cap: 1, apply: (s, p) => { s.dmgMul *= 1.8; s.maxHp = Math.min(s.maxHp, 2); p.hp = Math.min(p.hp, s.maxHp); } },
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secondskin: { name: 'Second Skin', desc: 'Revive once per floor at ½ heart', rarity: 'legendary', cap: 1, apply: s => { s.secondSkin += 1; } },
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twinsidearm: { name: 'Twin Sidearm', desc: 'Bone Popper double-taps; specials burn 2× ammo', rarity: 'legendary', cap: 1, apply: s => { s.twinSidearm += 1; } },
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crimsonmetronome:{ name: 'Crimson Metronome', desc: '+60% fire rate; every 8th shot costs ½ heart', rarity: 'legendary', cap: 1, apply: s => { s.rateMul *= 1.6; s.crimsonMetronome += 1; } },
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crimsonmetronome:{ name: 'Crimson Metronome', desc: '+60% fire rate; every 8th shot lends ½ heart, repaid if you clear the room clean', rarity: 'legendary', cap: 1, apply: s => { s.rateMul *= 1.6; s.crimsonMetronome += 1; } },
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abattoirengine:{ name: 'Abattoir Engine', desc: 'Pressure rises 2× faster; score and luck ×1.5', rarity: 'legendary', cap: 1, apply: s => { s.abattoirEngine += 1; s.luck += 0.5; } },
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gorecrown: { name: 'Gore Crown', desc: 'Free nova on every kill, −25% damage', rarity: 'legendary', cap: 1, apply: s => { s.goreCrown += 1; s.dmgMul *= 0.75; } },
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thousandteeth: { name: 'Thousand Teeth', desc: '+6 shards that can crit, −40% base bullet damage', rarity: 'legendary', cap: 1, apply: s => { s.thousandTeeth += 1; s.dmgMul *= 0.6; } },
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@@ -221,6 +221,10 @@ function update(dt) {
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break;
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case 'levelup':
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updateLevelup(dt);
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// A click that installed a perk must not carry the held button into play;
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// updatePlayer fires on Input.mdown, so the very next frame would shoot.
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// Same mask pattern as the pinned debug console below.
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if (G.mode !== 'levelup') Input.mdown = false;
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updateParticles(dt);
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break;
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case 'debug':
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+1
-1
@@ -129,7 +129,7 @@ function collectPickup(k) {
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if (old) {
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const a = rand(0, TAU);
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spawnPickup('weapon', p.x + Math.cos(a) * 34, p.y + Math.sin(a) * 34,
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{ wid: old.id, ammo: old.ammo, delay: 0.6 });
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{ wid: old.id, ammo: old.ammo, delay: WEAPON_DROP_LOCKOUT });
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}
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p.weapon = { id: w.id, ammo: k.ammo !== undefined ? k.ammo : w.ammo };
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p.holstered = null;
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+9
-2
@@ -32,6 +32,7 @@ function initPlayer() {
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animT: 0, attackT: 0, actionT: 0, hitT: 0, deathT: 0,
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weapon: { id: 'bonepopper', ammo: Infinity },
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holstered: null, // a special weapon set aside while the pistol is out
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metronomeTmp: 0, // ½-hearts lent by Crimson Metronome, repaid on a clean clear
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level: 1, xp: 0,
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items: {}, // iid -> quality tier (1..3)
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perks: [], // perk ids drafted this run, in grant order
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@@ -156,10 +157,16 @@ function updatePlayer(dt) {
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p.choirCount = (p.choirCount || 0) + 1;
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if (p.choirCount >= 4) { p.choirCount = 0; fireWeapon(p, w); }
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}
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// Crimson Metronome: every 8th shot costs ½ heart
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// Crimson Metronome: every 8th shot lends ½ heart, repaid when the room clears clean
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if (st.crimsonMetronome > 0) {
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p.metronomeCount = (p.metronomeCount || 0) + 1;
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if (p.metronomeCount >= 8) { p.metronomeCount = 0; p.hp = Math.max(0.5, p.hp - 1); spawnText(p.x, p.y - 14, '-½', '#e2472f'); }
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if (p.metronomeCount >= 8) {
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p.metronomeCount = 0;
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const loss = Math.min(1, Math.max(0, p.hp - 0.5));
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p.hp = Math.max(0.5, p.hp - 1);
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p.metronomeTmp += loss; // on loan: restored by a clean room clear
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spawnText(p.x, p.y - 14, '-½', '#e2472f');
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}
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}
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p.recoil = Math.min(1, p.recoil + (w.behavior === 'slam' ? 1 : 0.45));
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p.muzzleT = 0.07;
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@@ -97,6 +97,7 @@ function enterRoom(gx, gy) {
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G.roomDamaged = false;
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G.roomEnterT = G.time;
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G.entryFresh = false;
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if (G.player) G.player.metronomeTmp = 0; // fresh per-room Crimson-Metronome loan ledger
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const room = G.rooms[roomKey(gx, gy)];
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G.cur = room;
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@@ -260,6 +261,13 @@ function recordRoomClear(room) {
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}
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// active items charge on room clears: +1 per combat room, +2 per boss
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const p = G.player;
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// Crimson Metronome: a ½-heart loan is repaid when the room clears clean
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if (!G.roomDamaged && p.metronomeTmp > 0) {
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const back = Math.min(p.metronomeTmp, p.stats.maxHp - p.hp);
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p.hp += back;
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p.metronomeTmp = 0;
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if (back > 0) spawnText(p.x, p.y - 26, 'LOAN REPAID +' + back, '#d98991');
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}
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if (p && p.active) {
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const a = ACTIVES[p.active.iid];
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if (a) {
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@@ -61,6 +61,8 @@ const PERK_POWER_WEIGHT = 0.5;
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const AMMO_DROP_SCALE = 0.75;
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const STUN_UNIT = 0.03 / 0.97; // Sine Weave raw rating per stack, so the first stack = 3% stagger chance
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const PRESSURE_MIN = 0.60, PRESSURE_MAX = 2.00;
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// seconds a player-dropped weapon stays un-pickable (prevents instant swap loops)
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const WEAPON_DROP_LOCKOUT = 2.5;
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const PRESSURE_UNIT = 0.01; // one "point" on the dial scale
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const PRESSURE_GAIN = PRESSURE_UNIT; // retained: dial 0 == 1 point
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const PRESSURE_DROP_BASE = 3; // dial 0 == 0.03 relief base
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@@ -8,10 +8,14 @@
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"scripts": {
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"start": "electron .",
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"dist": "electron-builder --win zip",
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"dist:linux": "electron-builder --linux --publish never",
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"test": "node test/smoke.js"
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},
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"devDependencies": {
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"electron": "^40.10.2",
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"electron-builder": "^25.1.8"
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},
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"allowScripts": {
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"electron@40.10.2": true
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}
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}
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+69
-1
@@ -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, ENTRY_WARN, ENTRY_BUFFER, STUN_UNIT, stunChance, separateEntryWave, defaultPlayerStats, applyPressureDelta, debugRebuildStats, debugEnabled, DEBUG_PAGES, updateCamera, mxW, myW, angleTo, genFloor, roomBounds })', 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, ROOM_SHAPES, ROOM_THEMES, HELP_PAGES, HELP_RENDERERS, SPAWN_WARN, ENTRY_WARN, ENTRY_BUFFER, STUN_UNIT, stunChance, separateEntryWave, defaultPlayerStats, applyPressureDelta, debugRebuildStats, debugEnabled, DEBUG_PAGES, updateCamera, mxW, myW, angleTo, genFloor, roomBounds, WEAPON_DROP_LOCKOUT })', sandbox);
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let simTime = 0;
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const ctx = sandbox;
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@@ -372,6 +372,46 @@ 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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console.log('== dropped weapon lockout ==');
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{
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ctx.startRun(); step(3, 16); // clean, armed player in play mode
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const p = ctx.G.player;
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p.weapon = { id: 'cleaver', ammo: 60 }; p.holstered = null;
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ctx.G.pickups.length = 0;
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ctx.spawnPickup('weapon', p.x, p.y, { wid: 'repeater', ammo: 30 });
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ctx.updatePickups(0.016); ctx.updatePickups(0.016); // pick up the repeater
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check('weapon swap happens instantly on fresh loot', p.weapon.id === 'repeater');
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const drop = ctx.G.pickups.find(k => k.type === 'weapon');
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check('old weapon dropped with the lockout delay', !!drop && Math.abs(drop.delay - ctx.WEAPON_DROP_LOCKOUT) < 0.1);
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if (drop) { drop.vx = 0; drop.vy = 0; } // hold it still for the timing checks
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// standing on the drop, it must stay uncollectible for ~70% of the lockout
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const blockedFor = Math.floor(ctx.WEAPON_DROP_LOCKOUT * 0.7 / 0.016);
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for (let i = 0; i < blockedFor; i++) { p.x = drop.x; p.y = drop.y; ctx.updatePickups(0.016); }
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const stillBlocked = ctx.G.pickups.some(k => k.type === 'weapon') && p.weapon.id === 'repeater';
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check('dropped weapon stays un-pickable inside the lockout window', stillBlocked);
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// the remaining ~30% (plus margin) lets it be re-picked
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const collectFor = Math.ceil(ctx.WEAPON_DROP_LOCKOUT / 0.016) + 10;
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for (let i = 0; i < collectFor; i++) { p.x = drop.x; p.y = drop.y; ctx.updatePickups(0.016); }
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check('dropped weapon re-pickable after the lockout', p.weapon.id === 'cleaver');
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check('lockout constant is within the 2-3s request', ctx.WEAPON_DROP_LOCKOUT >= 2 && ctx.WEAPON_DROP_LOCKOUT <= 3);
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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('== nearby-item description toast ==');
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@@ -1889,5 +1929,33 @@ check('debug console closes back to play', ctx.G.mode === 'play');
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ctx.G.mode = 'play';
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})();
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console.log('== crimson metronome heart loan ==');
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{
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ctx.startRun(); step(3, 16); // self-contained: fresh player, empty arena
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ctx.G.enemies.length = 0;
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const p = ctx.G.player;
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ctx.giveItem('crimsonmetronome');
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check('metronome grants the loan flag', p.stats.crimsonMetronome === 1);
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p.weapon = { id: 'repeater', ammo: 500 }; p.holstered = null; // per-shot trigger
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p.hp = 6; p.metronomeCount = 0; p.metronomeTmp = 0;
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const hpBefore = p.hp;
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ctx.Input.mdown = true;
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let guard = 0;
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while (p.metronomeTmp === 0 && guard++ < 4000) step(1, 16);
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ctx.Input.mdown = false;
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check('8th shot lends ½ heart (not lost)', p.hp === hpBefore - 1 && p.metronomeTmp === 1);
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ctx.G.roomDamaged = false;
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ctx.recordRoomClear({ type: 'combat' });
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check('clean room clear repays the loan', p.hp === hpBefore && p.metronomeTmp === 0);
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ctx.Input.mdown = true;
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guard = 0;
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while (p.metronomeTmp === 0 && guard++ < 4000) step(1, 16);
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ctx.Input.mdown = false;
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check('loan accrues again', p.hp === hpBefore - 1 && p.metronomeTmp === 1);
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ctx.G.roomDamaged = true;
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ctx.recordRoomClear({ type: 'combat' });
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check('hit room forfeits the loan', p.hp === hpBefore - 1 && p.metronomeTmp === 1);
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}
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console.log(failures === 0 ? '\nALL CHECKS PASSED' : '\n' + failures + ' CHECKS FAILED');
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process.exit(failures === 0 ? 0 : 1);
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