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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@@ -33,7 +33,7 @@ export const G = {
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wasServe: false, // the ball in flight is a serve (first bounce must hit the box)
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splatT: 0, // time survived in splatter mode — drives the difficulty ramp
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bombs: 0, // bomb-ball stock (max TUNE.bombMax); the next serve auto-consumes one
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killMeter: 0, // splatter kills toward the next bomb reward (every TUNE.bombEvery)
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tinDue: false, // the rules called for new balls — deliver at the next changeover
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horde: null, // active horde wave {t, spawnT, mgT} — machine-gun racket, no serving
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runGames: 0, // games finished this run (either side) — the difficulty director
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sets: [0, 0], // splatter sets won [you, them]; 6 games = a set = a horde
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