cb-134.18: Economy — resource consumption (thrust/raybeam burn fuel, weapons cost ammo) #11

Merged
forgejo-admin merged 1 commit from polecat/rust/cb-134.18@mrcnu55g into main 2026-07-10 16:14:52 +00:00

Stage 2 economy (spend side): thrust + ray-beam burn fuel; laser/missile/chaff cost ammo; hit 0 = action disabled. HUD readouts deplete live. Recovered after the git-host outage (git.celilo.computer was down) — rust completed this green (commit 8703dbc, tsc clean) but couldn't push during the outage. Host restored, pushing + landing now. Unblocks cb-134.19 (resource gain).

🤖 Generated with Claude Code

Stage 2 economy (spend side): thrust + ray-beam burn fuel; laser/missile/chaff cost ammo; hit 0 = action disabled. HUD readouts deplete live. Recovered after the git-host outage (git.celilo.computer was down) — rust completed this green (commit 8703dbc, tsc clean) but couldn't push during the outage. Host restored, pushing + landing now. Unblocks cb-134.19 (resource gain). 🤖 Generated with [Claude Code](https://claude.com/claude-code)
Spend side of the Stage-2 economy. In a run (playing mode):
- THRUST burns FUEL ∝ throttle·dt; at 0 fuel the engine is dead and the
  ship coasts on inertia (burnThrust forces throttle→0).
- RAY-BEAM burns FUEL per shot; LASER/MISSILE/CHAFF spend their ammo per
  shot. Each action is blocked at 0 of its resource. Grapple stays free.
- Per-HARDPOINT charge (mirror copies share one shot); other weapons still
  fire when one is exhausted.

Rules are pure + tunable (ECONOMY_DEFAULTS, spendWeapon, burnThrust in
gameState.ts) and unit-tested. Canvas mutates a live resources channel each
frame; EscapeObjective syncs it to the HUD ~10Hz so readouts deplete without
a per-frame React render. Designer mode passes no gate → infinite economy.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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