fertig-classic-games/assets/gamedata/wolfenstein
Brian Fertig 3bc8b69f1f # Commit Message
## Wolfenstein: Expand E1M2 level and persist per-mission weapon loadouts

### Level Data (assets/gamedata/wolfenstein/level-e1m2.json)
- Increase map dimensions from 33×24 to 39×29 cells, adding new corridors, rooms, and wall structures
- Add tile type `5` (likely a new floor or decorative element) throughout the expanded areas
- Reposition existing doors, guards, items, objects, and wall art to match the new layout
- Add new entities: additional guards with patrol routes, machine gun pickups, ammo, health kits, yellow key, and secret door in the expanded sections
- Update player start position and exit location for the larger map

### Game Logic (src/games/wolfenstein/WolfensteinGame.js)
- Introduce `LOADOUTS_KEY` localStorage persistence to record which weapons the player owned when each mission was unlocked
- Replace `_freshCampaignCarry()` with `_carryForUnlockedStart()`, which loads the recorded weapon loadout for a given mission (falling back to fists-only for mission 0 or unrecorded missions) and tops up ammo to full
- Add `_fullAmmoFor()` helper that computes max ammo reserves for all ammo-consuming weapons in a loadout
- Update `_recordMissionCleared()` to capture the player's current weapon list at clear-time and store it as the unlock loadout for the next mission (only advancing monotonically)
- Change "Next Mission" flow to rely on the recorded loadout rather than extracting live state, ensuring consistent full-ammo/full-health starts
- Update `_retry()` to restore the original attempt's weapons but top up ammo to full per the "die → come back with full ammo" spec
2026-08-23 19:28:07 -06:00
..
level-e1m1.json
level-e1m2.json # Commit Message 2026-08-23 19:28:07 -06:00
level-e2m1.json