pause threat accumulation during quiet windows
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@@ -274,13 +274,13 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
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## Threat Level & Enemy Waves
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- REQ-WAV-BOSS-COUNTER: A global **boss wave counter** `x` starts at 1 at game start and increments by 1 immediately after each boss wave fires. It represents the current boss wave cycle number and is used as the variable in the threat rate and ship level formulas.
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- REQ-WAV-THREAT-RATE: A global **threat level** accumulates continuously over real game time. The rate of increase per second is determined by `world.toml [waves].threat_rate_formula` where `x` is the boss wave counter (REQ-WAV-BOSS-COUNTER), clamped to a minimum of 0 (negative formula values are treated as 0). The rate is constant within each boss wave cycle and steps up each time `x` increments. Threat accumulation continues uninterrupted during quiet windows (REQ-WAV-QUIET). Example: `1*x - 30` yields 0 threat/s when x ≤ 30 and increases linearly beyond that.
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- REQ-WAV-THREAT-RATE: A global **threat level** accumulates continuously over real game time. The rate of increase per second is determined by `world.toml [waves].threat_rate_formula` where `x` is the boss wave counter (REQ-WAV-BOSS-COUNTER), clamped to a minimum of 0 (negative formula values are treated as 0). The rate is constant within each boss wave cycle and steps up each time `x` increments. Threat accumulation is paused during quiet windows (REQ-WAV-QUIET). Example: `1*x - 30` yields 0 threat/s when x ≤ 30 and increases linearly beyond that.
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- REQ-WAV-GAP: At game start and immediately after each normal wave is triggered, a random inter-wave gap is drawn uniformly from [`world.toml [waves].gap_min_seconds`, `gap_max_seconds`]. The gap timer does not advance while inside a quiet window (REQ-WAV-QUIET); if a gap would expire inside a quiet window, its expiry is deferred until the quiet window ends.
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- REQ-WAV-TRIGGER: When the gap timer expires outside a quiet window, a normal wave is triggered. Ships are selected one at a time: from all schematics whose `threat.cost_formula` evaluates to > 0 at the current enemy ship level, uniformly randomly pick one whose cost fits the remaining threat budget. Repeat until no eligible schematic fits. Any remaining threat carries over to the next normal wave. A longer gap results in a larger wave. Because enemy ship level increases with the boss wave counter (REQ-WAV-SHIP-LEVEL), threat cost per ship rises as the game progresses.
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- REQ-WAV-SHIP-LEVEL: Each wave's (normal and boss) enemy ships are assigned a level determined by `world.toml [waves].ship_level_formula` where `x` is the boss wave counter (REQ-WAV-BOSS-COUNTER). Per-ship stats and threat cost are computed from the ship level via the formulas in `ships.toml` (see REQ-SHP-STATS).
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- REQ-WAV-BOSS-COUNTDOWN: A **boss countdown** timer starts at `world.toml [waves].boss_countdown_seconds` (default 300) at game start and counts down continuously in real game-time seconds. It is not paused during quiet windows. When it reaches 0, a boss wave is triggered (REQ-WAV-BOSS-TRIGGER). Immediately after the boss wave fires, `x` increments (REQ-WAV-BOSS-COUNTER) and a fresh countdown starts at the same configured value.
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- REQ-WAV-BOSS-ADVANCE: When the player destroys a set of enemy defence stations, the boss countdown is reduced by `world.toml [push].boss_advance_seconds` (default 60), clamped to a minimum of 0. Threat that would have accumulated during the skipped time is not added. If the countdown reaches 0 by this reduction, the boss wave is triggered immediately.
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- REQ-WAV-QUIET: A **quiet window** suppresses normal wave spawning around each boss wave. The pre-boss quiet window begins when the boss countdown falls to or below `world.toml [waves].boss_quiet_before_seconds` and ends when the countdown reaches 0. The post-boss quiet window begins immediately when the boss wave fires and lasts `world.toml [waves].boss_quiet_after_seconds` seconds. Threat continues to accumulate during both windows. The normal wave gap timer does not advance during either window (REQ-WAV-GAP). The new boss countdown runs during the post-boss quiet window.
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- REQ-WAV-QUIET: A **quiet window** suppresses normal wave spawning around each boss wave. The pre-boss quiet window begins when the boss countdown falls to or below `world.toml [waves].boss_quiet_before_seconds` and ends when the countdown reaches 0. The post-boss quiet window begins immediately when the boss wave fires and lasts `world.toml [waves].boss_quiet_after_seconds` seconds. Threat accumulation is paused during both windows. The normal wave gap timer does not advance during either window (REQ-WAV-GAP). The new boss countdown runs during the post-boss quiet window.
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- REQ-WAV-BOSS-TRIGGER: When the boss countdown reaches 0, a boss wave is triggered. Its threat budget is the sum of: (a) `world.toml [waves].boss_threat_duration_seconds` (default 60) multiplied by the current threat rate, and (b) all unspent threat carried over from normal waves. Ships are selected using the same random process as normal waves (REQ-WAV-TRIGGER). Any threat remaining unspent after ship selection carries over to the first normal wave of the new cycle.
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- REQ-WAV-DEFAULT-MODULES: Enemy ships spawned by waves use the `default_modules` list defined per schematic in `ships.toml`. The `default_modules` array uses the same format as layout blueprints (see Layout Blueprint TOML Format). If `default_modules` is absent or empty, the ship spawns with no modules. Invalid module instances (unknown type, position outside the grid, position on a non-buildable cell, or overlapping another module) are silently skipped.
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- REQ-WAV-SPAWN-DURATION: Ships in a wave are spawned one at a time over `world.toml [waves].spawn_duration_seconds`.
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