5faaa99467e5c2884877ec840a82453e9f04a92e
Oliver's call: duels have to come round on their own so there is always a shot at a weapon. So the game-count schedule isn't the bug — it's attached to the wrong event. Item 5 now moves it from delivering tins to calling duels: same cadence, same umpire-restores-order framing, but the weapon has to be earned. Fires off proceedAfterClear(), which is the one moment the court is guaranteed empty (the wave was just cleared by hand and nothing has respawned). Clearing is already mandatory before play advances, so the schedule can't stall — a wall-clock timer would need its own wait-for-a-safe-moment logic and could fire mid-swarm. The existing opportunistic trigger stays as a bonus path. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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