Two testing switches: one-shot bodies, and the eaters off
"please make the zombie killable with a single hit for testing" and "remove the fake zombies for now". drillOneShot drops every body on a drill court to 1 hp, applied at spawn to the batch and the eaters alike. Worth knowing what it removes: the roster's HP is what makes the called ORDER matter — a roller is normally seven serves, so being told to take it third means starting on it first. At one hit that planning layer is gone and the sequence is pure recall. Flagged in PROJECT.md so it gets decided on feel rather than left on by drift. drillEaterMax 3 -> 0 switches the plain shamblers off. The mechanism is untouched — spawnEater, the wide entry away from the gang, the never-a-fault rule — so one number brings them back. The eater test now asserts whichever contract the knob describes (at 0: nothing but the puzzle ever appears; above 0: they arrive, capped, always plain shamblers) instead of being deleted and rotting. And the never-a-fault rule gets its own test with a hand-placed body, so the rule the eaters depend on stays covered while they are switched off. 31 tests, 15 seeds clean. Verified live: brute/steward/roller all at 1 hp where the roster says 5/5/7, zero strays over 40s, one aimed serve puts down the roller. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -739,6 +739,19 @@ Watch: **a roller in the middle of a sequence is seven aimed serves.** Oliver as
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robustness to be kept, so it is — but if a round ever feels like grinding rather than reading, a
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drill-only HP scale is the knob, not a change to the roster.
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**TENTH PASS — two testing switches, and neither should be left on by drift.**
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- **`TUNE.drillOneShot` (ON)**: every body on a drill court drops to 1 hp. Asked for to make testing
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quick, but be aware what it removes — **the roster's HP is what makes the called ORDER matter**. A
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roller is normally seven serves, so being told to take it third means starting on it first; at one
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hit that whole layer of planning is gone and the sequence is pure recall. Decide it on feel.
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- **`TUNE.drillEaterMax` 3 -> 0 (OFF)**: *"remove the fake zombies for now"*. The drill is the pure
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puzzle with no second threat at the moment. The mechanism is untouched — `spawnEater`, the wide
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entry away from the gang, the never-a-fault rule — so one number brings it back.
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The test suite asserts **whichever contract the knob currently describes** (at 0: nothing but the
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puzzle ever appears; above 0: they arrive, capped, always plain shamblers) rather than being
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deleted and rotting, and the never-a-fault rule is now tested with a hand-placed body so it holds
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either way. That is the shape to copy for any other switchable subsystem here.
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**Open, and every one of them is Oliver's call after he plays it:**
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1. ~~**A ball that carries through the lane can complete two steps at once.**~~ Largely CLOSED by
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the slice removal (seventh pass) — a cut ball picking its own next victim was the main way this
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