Normalize ammo economy: per-weapon refill, stream drain, behavior fixes
- Every special weapon gets an explicit 'refill' (units per ammo pickup,
tuned so one pickup funds ~10 kills) replacing the ammoRefillFraction
log2 heuristic and ammoWeight overrides
- Bile Blunderbuss + The Cauterizer join Red Right Hand as time-denominated
stream weapons ('drain' per second) instead of per-shot cost
- Sawblades ricochet through enemies (bounce fix), traps catch 3 victims,
lobbed projectiles arc overhead and always trigger at the target point
(Flesh Masher / Trap Queen / Swarm Jar payloads now actually deploy)
- Boss rooms stock one ammo on entry and drop one guaranteed on death
- Cauterizer burn trimmed (2.2s x2 -> 1.5s x0.8), bile acid pools trimmed
(3.5s x1.5 -> 2.5s x0.8), Marrow Draught now covers stream drain
- New tools/ammo_sim.js calibrates every weapon into the 8-13 kills/refill
band (all 15 pass); smoke test guards the ammo structure
- v0.3.0, cache bump v=44
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@@ -592,8 +592,9 @@ function onBossDeath(e) {
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}
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addScore(500 + G.floor * 100);
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addShake(12);
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// boss reward: item pedestal + a real weapon drop + stairs down
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// boss reward: item pedestal + a real weapon drop + ammo + stairs down
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spawnItemPedestal(W / 2 - 90, H / 2, null, 'boss');
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spawnPickup('ammo', W / 2, H / 2 - 40);
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// 30% chance of a bonus active pedestal (additive — never replaces the passive)
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if (chance(0.30)) spawnActivePedestal(W / 2 - 160, H / 2 + 60);
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const bw = rollWeaponDrop(G.floor + 2); // bosses drop the good stuff
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