fix(game): restore per-player secondary scoring

Replace the global bonus approximation with the original per-player secondary
score and multiplier. Lock holes now accumulate 10k, 20k, 40k, 80k, and 160k;
the fifth transfer applies the current multiplier, clears the secondary score,
increments that multiplier, and grants the recovered extra-ball count.

Route effects 1 through 5 into the same secondary score and make effect 6
transfer its displayed multiplied value before clearing it. Render that value
on the table and stop adding an unrelated global bonus during drain, preserving
secondary progress across balls as the original player state does.

Test Plan:
- `cargo test --all-targets` -- passed, 57 tests
- `cargo clippy --all-targets -- -D warnings` -- passed
- `rumdl check tdkpin-rs/CHANGELOG.md tdkpin-rs/RECONSTRUCTION.md` -- passed
- `git diff --cached --check` -- passed
This commit is contained in:
2026-08-23 16:56:59 +02:00
parent aae4671586
commit 0c52100a7e
4 changed files with 41 additions and 25 deletions
+5
View File
@@ -10,6 +10,11 @@ and this project adheres to
### Fixed
- Store lock-hole and effect awards in the original per-player secondary score
instead of a global bonus. The fifth hole now transfers
`310000 * score_multiplier`, clears it, increments the multiplier and ball
count, while effect 6 transfers the same display value and drain leaves it
intact.
- Replace the cooldown/float-meter nudge approximation with the original
Left-Shift, keypad-3, and Space formulas using scalar 15, the shared Borland
random stream, 32-bit velocity wrapping, and the decaying 16-bit `+25` tilt