Add knight health, boss attack patterns, chases, and music
Knight now has a hit-bar (pirates deal 1, bosses deal 3 damage) with a new vitality upgrade. Bosses grow bigger/scarier and cycle through melee/missile/bomb/laser attack patterns; boss HP is now exactly 3x the local pirate's. Zones 20 and 40 replace their boss with a unique chase (Pirate Cruiser laser dodge + fuel cell collection; Black Swarm plasma dodge with a tap-to-escape engulf event). Pirates spawn 5x faster and got a bandana/eyepatch redesign. Added a procedural music engine, a visible destination galaxy in the supernova cutscene, and expanded the Data Archive lore to trigger at zones 10/20/40/60/80/100. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01D5SuZW1XGCkahPX7cHMoRP
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co-authored by
Claude Sonnet 5
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import type { GameSnapshot } from '../game/types';
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export function ChaseBanner({ snapshot }: { snapshot: GameSnapshot }) {
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if (!snapshot.chaseActive) return null;
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if (snapshot.chaseKind === 'cruiser') {
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return (
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<div className="chase-banner">
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<div className="chase-title">Погоня: Пиратский Крейсер</div>
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<div className="chase-sub">
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Топливных ячеек: {snapshot.chaseFuelCells}/{snapshot.chaseFuelRequired}
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</div>
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<div className="chase-hint">Уворачивайтесь от лазеров и астероидов</div>
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</div>
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);
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}
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return (
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<div className="chase-banner">
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<div className="chase-title">Погоня: Чёрный Рой</div>
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<div className="chase-sub">Осталось: {Math.ceil(snapshot.chaseTimeRemaining)} с</div>
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<div className="chase-hint">Уворачивайтесь от плазмы</div>
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</div>
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);
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}
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