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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+11
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@@ -186,7 +186,11 @@ export function splatPoint(side, quiet = false) {
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const gameOver = advancePoint(side);
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if (gameOver) {
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G.runGames++;
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if (side === 'O') G.shameGame = true; // they took a game — Oliver pays at the next new-balls delivery
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if (side === 'O') G.shameGame = true; // they took a game — the next new-balls delivery is withheld
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// the new-balls rule arms you: deliveries land at the changeover that follows the scheduled game
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if (G.runGames === TUNE.ballChangeFirst ||
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(G.runGames > TUNE.ballChangeFirst && (G.runGames - TUNE.ballChangeFirst) % TUNE.ballChangeEvery === 0))
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G.tinDue = true;
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voice(side === 'P' ? 'game_set_massacre' : 'game_opponent', 0.5); // game-win lines always speak
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cheer(2.2, 0.5);
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const i = side === 'P' ? 0 : 1;
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@@ -206,7 +210,12 @@ function startChangeover() {
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G.changeover = true;
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G.phase = 'over'; G.overT = TUNE.changeoverT;
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sendBoy();
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G.flash = { text: 'CHANGEOVER', t: 1.4 };
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if (G.tinDue) { // the boys arm you — unless they took a game since the last delivery
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G.tinDue = false;
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if (G.shameGame) G.flash = { text: 'NO NEW BALLS', t: 1.6 }; // the umpire withholds
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else { G.bombs = TUNE.bombMax; voice('new_balls', 0.6); G.flash = { text: 'NEW BALLS', t: 1.6 }; }
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G.shameGame = false; // the slate is clean either way
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} else G.flash = { text: 'CHANGEOVER', t: 1.4 };
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}
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// retire the splatter ball; a running changeover's long beat must not be clobbered short
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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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@@ -62,11 +62,6 @@ function splatter(i, fanfare = true) { // the MAIN ball hit a zombie
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if (ball.kills === 2) { G.flash = { text: 'DOUBLE KILL', t: 0.9 }; cheer(1.6, 0.45); voice('double_kill', 0.4); }
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else if (ball.kills === 3) { G.flash = { text: 'TRIPLE KILL', t: 0.9 }; cheer(2.2, 0.6); voice('triple_kill', 0.4); }
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else if (ball.kills >= 4) { G.flash = { text: `MASSACRE ×${ball.kills}`, t: 0.9 }; cheer(2.8, 0.7); voice('unbelievable', 0.4); }
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// bomb-ball reward: every bombEvery kills a boy delivers one (up to bombMax in stock)
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if (++G.killMeter >= TUNE.bombEvery) {
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G.killMeter = 0;
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if (G.bombs < TUNE.bombMax) { G.bombs++; sendBoy(); voice('new_balls', 0.2); G.flash = { text: 'BOMB BALL', t: 0.9 }; }
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}
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}
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// ---- horde wave: dense spawns + an auto-firing machine-gun racket (pellets, not the match ball)
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