feat: KINETIC+HEAT chemistry row + self-heating burster — greybox build complete
Chemistry row *Spread* (canon CONCEPT.md § tag grammar): a heated enemy slammed into another (knockback impact >= threshold, not a walking bump) spreads its heat on contact and passes momentum, so chains cascade with decaying force — chemistry feeding chemistry. Authorship-loud feedback stack per canon: ~80ms hitstop (owned by the hand, capped so chain procs can't lock the world; rides on top of freeze/thaw states), the two tag hues meeting at the point of impact (oriented fx, no proc text), and a per-pair audio sting (procedural placeholder, _ph-marked per asset policy). Burster: second enemy type, HEAT-tagged walking bomb (orange base, literal tag mirror) — self-heats ~0.5/s toward threshold, big detonation. Every 4th spawn. Detonations are now symmetric: they damage enemies AND the mech in radius (one grammar on both sides; heat play prices standing close). Grunt scene exports drive both enemy types — no subclass. Smoke gate extended: burster self-heat observed (retry-tolerant), deterministic staged chemistry proc (heated striker slammed into cold neighbor outside weapon range -> proc counter, heat spread). 3/3 green on nh3-dev headless 4.7.1. Known cosmetic: 2 ObjectDB instances reported leaked at exit (constant, exit-order artifact — audio stream alive at quit), not a runtime leak.
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[gd_scene load_steps=3 format=3]
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[ext_resource type="Script" path="res://scripts/grunt.gd" id="1"]
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[sub_resource type="CircleShape2D" id="body"]
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radius = 11.0
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[node name="Burster" type="CharacterBody2D"]
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collision_layer = 4
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collision_mask = 7
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script = ExtResource("1")
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speed = 45.0
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hp = 5.0
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contact_damage = 3.0
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body_radius = 11.0
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base_color = Color(0.6, 0.4, 0.25, 1)
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self_heat_rate = 0.5
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detonation_damage = 2.5
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detonation_mech_damage = 15.0
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detonation_radius = 80.0
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[node name="Collision" type="CollisionShape2D" parent="."]
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shape = SubResource("body")
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