Stop calling three different things "the ladder"
Oliver: "the talk about ladder and rung is extremely confusing." It was, and it
was my vocabulary, not his reading. "Ladder" had come to mean three unrelated
things in this codebase — the sequence of opponents in zombie tennis, the
sequence of WOUND STAGES on one body, and the name of a stats screen — and
"rung" meant a position in whichever of those you happened to be reading about.
One word per thing now:
the OPPONENTS who you play, in order, one game each (config.OPPONENTS,
matchFoe(n), zb.foe). Never "rungs".
WOUND STAGES healthy -> arm off -> headless, on one body. Unchanged, and
now the only thing allowed to be called a progression.
a FAMILY the sprite set a body wears (config.ZFAMS).
Renames: LADDER_TRAITS -> OPPONENTS, matchRung -> matchFoe, zb.rung -> zb.foe,
and the stats screen THE LADDER -> OPPONENTS FELLED, which is what it lists.
The 'L0'..'L9' record keys are deliberately NOT renamed: they are written into
saved run records, and renaming them would orphan every match anyone has
played. A comment says so where they are built.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -491,10 +491,10 @@ function killZombie(i, quiet) {
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// down, so it earns a row. The barrel is loot and scores nothing anywhere else in the game —
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// keep that agreement here too. A chapter boss files under its DESIGN, so the screen can name
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// the one that has been killing you.
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// A MATCH OPPONENT FILES UNDER ITS RUNG, not under the generic body it wears: the ladder screen
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// is a list of who you have felled, and 'r' is a body, not a name. zb.rung is set by matchOpponent.
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// A MATCH OPPONENT FILES UNDER WHO IT IS, not under the generic body it wears: the screen is a
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// list of who you have felled, and 'r' is a body, not a name. zb.foe is set by matchOpponent.
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if (zb.variant !== 'o')
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tally(zb.rung ? zb.rung.key
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tally(zb.foe ? zb.foe.key
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: zb.variant === 'B' ? 'B' + Math.max(0, BOSS_ART.indexOf(zb.art))
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: zb.variant, CAUSE);
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zombies.splice(i, 1);
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