Добавить общую систему весовых объектов
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@@ -12,13 +12,14 @@ Project documents:
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- [`docs/STAGE5_PERFORMANCE_BUDGETS.md`](docs/STAGE5_PERFORMANCE_BUDGETS.md) — physics, replay, frame, memory, and complexity ceilings;
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- [`docs/STAGE5_QA_REPORT.md`](docs/STAGE5_QA_REPORT.md) — exact Vertical Slice candidate evidence;
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- [`docs/STAGE6_CORPSE_STATES.md`](docs/STAGE6_CORPSE_STATES.md) — burned/crushed body contracts and acceptance evidence;
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- [`docs/STAGE6_WEIGHTED_OBJECTS.md`](docs/STAGE6_WEIGHTED_OBJECTS.md) — shared mass contract, physical objects, and level 17 evidence;
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- [`docs/STAGE5_HUMAN_PLAYTEST.md`](docs/STAGE5_HUMAN_PLAYTEST.md) — required external acceptance protocol;
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- [`docs/STAGE_REGISTRY.md`](docs/STAGE_REGISTRY.md) — mandatory Stage 0–10 ownership for every Bead;
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- [`docs/BEADS_WORKFLOW.md`](docs/BEADS_WORKFLOW.md) — local backlog structure and daily Beads commands.
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## Playable content
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The APK contains sixteen sequential levels:
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The APK contains seventeen sequential levels:
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1. movement and jumping;
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2. bodies covering a spike lane;
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@@ -35,7 +36,8 @@ The APK contains sixteen sequential levels:
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13. two state-driven projectile crossings;
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14. explosion delivery to a remote pressure door;
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15. a crushed body whose low collider becomes a required step;
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16. a burned body that stays solid but no longer powers a pressure bridge.
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16. a burned body that stays solid but no longer powers a pressure bridge;
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17. five physical object types sharing a mass-nine pressure gate.
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Death does not reset the level. A new volunteer respawns after a short delay while retained bodies stay in the simulation. The restart button deliberately clears the puzzle state. Progress, best time, and lowest volunteer count are stored locally.
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@@ -79,7 +81,7 @@ Previews are written to `level-format/build/level-previews`. Invalid geometry,
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versions, moving-platform destinations, switch parameters, or signal references
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fail the build with a JSON path diagnostic.
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All sixteen levels have device-level acceptance bots. They drive the production
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All seventeen levels have device-level acceptance bots. They drive the production
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`GameView` through the same movement and jump inputs as the touch controls and
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run each intended solution three times. Level 8 also has a dedicated recovery
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scenario for an expired timer on the far side of the pit. Stage 2 additionally
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@@ -117,11 +119,14 @@ deterministic character state machine, a bounded `CorpseManager`, and an
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event-driven `PuzzleSystem` with explicit signal and door transitions. The first
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mechanics slice adds data-driven crusher, fire, projectile and explosion hazards,
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teaching levels 11–14, dynamic level pagination and production-input routes.
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Burned/crushed corpse states are taught in levels 15–16, and level 17 adds five
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authored physical-object types over one shared pressure-mass contract.
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Scope and final evidence are in `docs/STAGE6_CHARACTER_STATES.md`,
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`docs/STAGE6_CORPSE_MANAGER.md`, and `docs/STAGE6_PUZZLE_SYSTEM.md`; the latest
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hazard evidence is in `docs/STAGE6_PRODUCTION_HAZARDS.md`, and the burned/crushed
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contract is in `docs/STAGE6_CORPSE_STATES.md`. The latest exact gate is
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`102 JVM / 46 Android` on the sixteen-level candidate.
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contract is in `docs/STAGE6_CORPSE_STATES.md`. Weighted-object evidence is in
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`docs/STAGE6_WEIGHTED_OBJECTS.md`. The latest exact gate is `108 app JVM + 2
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content-tool JVM / 48 Android` on the seventeen-level candidate.
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The debug APK is written to `app/build/outputs/apk/debug/app-debug.apk`. It is signed with Android's standard debug key and can be installed with:
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