feat(game): add persistent bush-wall breakthroughs
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+7
-6
@@ -219,7 +219,8 @@ conceptual records include:
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- `MazeConfig`: width, height, movement cooldown, object-density settings, and
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balance thresholds;
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- `Maze`: compact cell topology plus landmark identifiers;
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- `Maze`: compact generated cell topology plus landmark identifiers;
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- `MatchTopology`: fixed-size server-opened passage overlay for one match;
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- `PlayerState`: slot, display name, session token reference, position,
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inventory, vision effect, connection state, and last accepted move time;
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- `KeyState`: owner and either a ground position or carrier;
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@@ -335,11 +336,11 @@ at least `1024 x 768` CSS pixels and presents a large-screen requirement message
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below that threshold. Responsive layout changes presentation only; they never
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change projection content, command validation, or server authority.
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The browser may correlate a server rejection only with its matching outstanding
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movement intention for presentation feedback. A `blocked` rejection shakes the
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already visible projection in that attempted direction, while `rate_limited`
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briefly darkens and blurs the maze only. Neither effect changes or derives game
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state, and both use bounded, resettable local timers.
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The ESP stores each player's bounded perseverance streak and a fixed-size
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opened-passage overlay. It alone expires streaks at 3,000 ms, opens both passage
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bits, and projects changed passages only in cells already visible to that role.
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The browser may correlate a matching server-approved impact stage with an
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already visible bush wall; it never derives or opens topology locally.
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Player projections are translated only within their received cells so the
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authoritative `self` cell aligns with the responsive local focal point. That
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