feat: card layer — 2-slot hand, build-generated charges, card-time freeze/dilate
Hand (CanvasLayer, PROCESS_MODE_ALWAYS): Space toggles the hand, Q/E play slot 1/2, charges accrue from auto-fire hits (4 hits/charge, cap 5). KINETIC card: radial shockwave shove + light damage. HEAT card: paints heat status in a radius; heat accumulates, glows, detonates at threshold (damage only, no knockback — tag purity). Freeze/dilate is an exposed knob: [ and ] step dilation 0.0-0.3 live. Freeze uses SceneTree.paused, not Engine.time_scale = 0: probed on 4.7 headless — time_scale 0 still steps physics with delta 0, so delta-independent logic (heat thresholds, contact callbacks) kept firing while nominally frozen. Dilation > 0 uses time_scale slow-mo. Hand._exit_tree restores pause + time_scale so hull-zero reloads can never strand a frozen world. Smoke gate extended: charge accrual from build hits, pause-on-open at knob 0, HEAT x2 spend + threshold, detonation on release. 3/3 green on nh3-dev headless 4.7.1.
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@@ -1,8 +1,10 @@
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[gd_scene load_steps=6 format=3]
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[gd_scene load_steps=8 format=3]
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[ext_resource type="Script" path="res://scripts/arena.gd" id="1"]
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[ext_resource type="PackedScene" path="res://scenes/mech.tscn" id="2"]
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[ext_resource type="Script" path="res://scripts/spawner.gd" id="3"]
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[ext_resource type="Script" path="res://scripts/hand.gd" id="4"]
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[ext_resource type="Script" path="res://scripts/hand_hud.gd" id="5"]
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[sub_resource type="RectangleShape2D" id="wall_h"]
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size = Vector2(640, 16)
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@@ -66,3 +68,19 @@ offset_top = 9.0
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offset_right = 127.0
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offset_bottom = 13.0
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color = Color(0.55, 0.8, 0.55, 1)
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[node name="Hand" type="CanvasLayer" parent="."]
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layer = 2
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script = ExtResource("4")
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[node name="Dim" type="ColorRect" parent="Hand"]
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visible = false
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color(0, 0, 0, 0.35)
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[node name="HUD" type="Control" parent="Hand"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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mouse_filter = 2
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script = ExtResource("5")
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