fix(game): restore one-shot magnetic fields
Replace the global timed magnet and drain teleport with the three recovered field records. Map top targets 150-152 to center field 6 and outlane fields 153-154, apply upward pull only inside each registered rectangle, and deactivate the field after it pulls the ball through its upper boundary. Render each active field from its exact original active-table rectangle instead of drawing invented yellow triangles. Test Plan: - `cargo test --all-targets` -- 48 passed - `cargo clippy --all-targets -- -D warnings` -- passed - production build plus Windows GNU and macOS checks -- passed - live field-153 entry direction matched and Rust field lifecycle test passed - `git diff --cached --check` -- passed
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@@ -170,3 +170,9 @@ was 10,000, 30,000, 70,000, and 150,000; the fifth hole transferred the full
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310,000 to score and cleared bonus. Each hole returned the ball to `(325,413)`
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without consuming it and retained contact state 99. Entering record 148 then
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cleared all five hole states, confirming its wheel-reset role.
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Top type-4 targets activate persistent field records rather than a shared timer:
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150 enables 153 (left), 151 enables 6 (center), and 152 enables 154 (right).
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Entering active record 153 at `(15,350)` changed `(0,2015)` to `(0,-3039)`
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millipixels per substep in the live original. The field continued pulling upward
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inside its registered bounds and deactivated after the ball exited above them.
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