Match full reference demo and validate original missions, transitions and sprite rendering
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@@ -7,9 +7,12 @@ Choose **Iron Coast 1 — Breakwater** in the mission list.
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Disable at least two harbor turrets and destroy the command ship to complete
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the raid. Scout waves arrive during the approach; two supply depots release
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repair kits. The mission grants a trial Pulse Cannon and three field repairs.
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repair kits. When inventory space allows, the mission grants a trial Pulse
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Cannon and three field repairs. Granted equipment remains with the pilot.
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Repairs restore 25 shield when selected and used with the special button.
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Victory awards 5,000 credits in addition to ordinary destruction rewards.
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A full inventory can still start the mission; existing equipment is preserved
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and new grants are skipped when there is no free slot.
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This mission uses explicit script completion. Its duration is a catalog hint;
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waiting out the timer cannot win. The boss stays in the firing corridor, and
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@@ -27,3 +30,12 @@ data/misc/PALETTE_DAT` to regenerate the exact
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packaged crops, SD palette conversion, HD footprints and synthesized WAVs.
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See `prompts.md`, `asset-report.json`, and `docs/iron-coast.md` for provenance
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and validation limits.
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The release acceptance run completes with starter guns at step **882**
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(shield 94) and the trial Pulse Cannon at step **786** (shield 92), both with
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7,715 credits. These are deterministic headless runs on difficulty 2: initial
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shield 100, held fire, position fixed at (144,160), repairs selected on step 2
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and the special button pressed every 90 steps starting at step 61. They use
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the mission's granted/dropped repairs; they apply no direct shield refills or
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enemy damage commands. Human-play difficulty and audiovisual approval remain
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subject to normal play testing.
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@@ -1,12 +1,24 @@
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fn on_mission_start(event, state, random) {
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#{commands:[
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#{op:"give_item", item:"pulse_cannon:equipment", count:1},
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#{op:"give_item", item:"iron_coast_mission_1:repair", count:3},
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let commands=[
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#{op:"objective", key:"iron_coast_mission_1:phase", value:1},
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#{op:"objective", key:"iron_coast_mission_1:turrets_required", value:2},
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#{op:"objective", key:"iron_coast_mission_1:complete", value:0},
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#{op:"play_sound", sound:"iron_coast_mission_1:approach"}
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],state:#{dock_alarm:false,boss_alarm:false,complete:false}}
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];
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// A full veteran inventory must not prevent a mission from starting.
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// Existing equipment may receive its normal refill without adding a slot.
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let slots=event.player.inventory.len();
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if event.player.inventory.contains("iron_coast_mission_1:repair") || slots<20 {
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commands.push(#{op:"give_item",item:"iron_coast_mission_1:repair",count:3});
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if !event.player.inventory.contains("iron_coast_mission_1:repair") {slots+=1;}
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}
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let trial=0;
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if event.player.inventory.contains("pulse_cannon:equipment") || slots<20 {
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commands.push(#{op:"give_item",item:"pulse_cannon:equipment",count:1});
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trial=1;
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}
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commands.push(#{op:"objective",key:"iron_coast_mission_1:trial_issued",value:trial});
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#{commands:commands,state:#{dock_alarm:false,boss_alarm:false,complete:false}}
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}
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fn on_tick(event, state, random) {
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