fix(game): restore the six-way effect target

Implement the flagged object-84 selector and initially inactive type-4 object
149. Choose a different effect from 1-6, render the enabled target from its
original active-table rectangle, award its static 500 points, then apply the
recovered bonus or cashout action and disable it until reselected.

This replaces the final unimplemented help-screen target effect with its
original dispatcher values.

Test Plan:
- `cargo test --all-targets` -- 49 passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- `cargo build --profile production` -- passed
- live object-84 probe activated record 149 and selected effect 3
- effect selection/consumption test -- passed
- `git diff --cached --check` -- passed
This commit is contained in:
2026-08-22 21:50:50 +02:00
parent 27749cb5f8
commit b786a75544
5 changed files with 146 additions and 4 deletions
+6
View File
@@ -183,3 +183,9 @@ Top type-4 targets activate persistent field records rather than a shared timer:
Entering active record 153 at `(15,350)` changed `(0,2015)` to `(0,-3039)`
millipixels per substep in the live original. The field continued pulling upward
inside its registered bounds and deactivated after the ball exited above them.
Collision with flagged line 84 selected effect 3 in a live probe, set the
per-player effect word, and activated type-4 record 149. `1000:c4e1` maps effects
1-5 to 10,000, 20,000, 50,000, 100,000, and 200,000 bonus; effect 6 transfers
the accumulated bonus to score. Entering record 149 also awards its static 500,
clears the selection, and disables the record until line 84 is hit again.