Gauntlet UI fixes and cleanser improvements
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@@ -49,10 +49,11 @@ func test_cleanser_granted_after_two_missions():
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assert_eq(manager.player_cleansers.get(7, 0), 1, "Cleanser granted after 2 missions")
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func test_cleanser_inventory_capped_at_one():
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# Four missions would be two grants, but inventory caps at 1 (not consumed).
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# Four missions would be two grants. The new rule allows them to stack.
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for i in range(4):
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manager.player_mission_completions[7] = i + 1
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manager._on_goal_count_updated(7, i + 1)
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assert_eq(manager.player_cleansers.get(7, 0), 1, "Inventory never exceeds 1")
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assert_eq(manager.player_cleansers.get(7, 0), 2, "Cleansers now stack")
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# =============================================================================
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# Activation / immunity lifecycle
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@@ -96,11 +97,12 @@ func test_clear_sticky_cell_removes_and_protects():
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# Safe-stop early termination (#072 acceptance: ends when stopping on safe cell)
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# =============================================================================
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func test_stop_on_safe_cell_ends_cleanser():
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func test_stop_on_safe_cell_keeps_cleanser():
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manager.cleanser_active[8] = true
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manager.cleanser_cells_left[8] = 3
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manager.notify_movement_stopped(8, Vector2i(5, 5)) # safe cell
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assert_false(manager.is_cleanser_active(8), "Cleanser ends on safe-cell stop")
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assert_true(manager.is_cleanser_active(8), "Cleanser NO LONGER ends on safe-cell stop (persists charges)")
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func test_stop_on_sticky_cell_keeps_cleanser():
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manager.sticky_cells[Vector2i(6, 6)] = true
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