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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@@ -56,6 +56,7 @@ function accuracy(w) {
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// Total damage in one ammo load (with the same behavior multipliers as DPS).
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function damagePool(w) {
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if (w.ammo === Infinity) return Infinity;
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if (w.drain) return effectiveDps(w) * (w.ammo / w.drain); // time-denominated magazine
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const perShot = effectiveDps(w) * w.interval;
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return perShot * w.ammo;
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}
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