feat: salvage-pickup loop — kill-fed charges, scrap drops, salvage-gated card levels
Per canon decisions 2026-08-07 (advisor CONCEPT.md f12cb15, falsifier response): charges now generate on kills (kills_per_charge, chemistry chain kills feed the hand; per-hit generation removed). Kills drop scrap as physical pickups (amber diamond, magnet radius 70, drift to mech, 20s fade; grunt 1 / burster 3) — collection is the positioning reward gradient. Cumulative collected scrap gates card levels 1-3 (thresholds 12/30; per-level radius x1.25/x1.5 and power x1.15/x1.5 — HEAT L3 hits one-cast detonation threshold). HUD: level notches under slots + scrap counter. Salvage spawn is call_deferred: death can fire inside a physics signal flush where Area2D setup is blocked. Smoke gate: charge accrual now kill-fed, salvage drop + collection + level gating phases added, heat-target selection made retry-tolerant. 4/4 green on nh3-dev headless 4.7.1.
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@@ -14,6 +14,7 @@ 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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salvage_value = 3
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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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