Phase 9: weapons ride the new-balls rule — kill meter retired
- Deliveries are scheduled by the rules of tennis: game ballChangeFirst (3), then every ballChangeEvery (4) games; the tin lands at the NEXT changeover (a due tin survives hordes and even-game endings until a changeover comes) - Fresh tin = bombMax (3) bombs; boy run + 'new balls, please' + NEW BALLS flash - Shame rule: zombies took a game since the last delivery -> NO NEW BALLS, slate wiped either way - killMeter/bombEvery deleted from state/config/zombies Verified: delivery at game 3 (bombs 3); due-but-even games hold the tin until the next changeover; NO NEW BALLS withholds and clears shame; bomb serve still arms and detonates; killMeter gone; no console errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -28,8 +28,9 @@ export const TUNE = {
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zPushback: 1.4, // m a staggered zombie is knocked back
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splatterOverT: 0.1, // s the spent-ball 'over' beat lasts before the next serve is armed
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zPierce: 0.75, // pace a ball keeps after a splatter — hot balls plow through lined-up pairs
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bombEvery: 8, // splatter kills between bomb-ball rewards
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bombMax: 3, // bomb balls you can stock at once
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ballChangeFirst: 3, // game of the first new-balls delivery (real rule: 7, then every 9 — too sparse here)
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ballChangeEvery: 4, // games between deliveries after the first
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bombMax: 3, // bomb balls in a fresh tin
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bombRadius: 2.5, // m blast radius of a bomb ball
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hordeLen: 12, // s a horde wave lasts
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hordeRate: 2.5, // zombies spawned per second during a horde
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