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Feat/objectives and rewards - #99
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Summary
Wires the objective system into the live game: the game loop drives it, power-ups are now only obtainable through it, the cheerleader calls out tasks, and the map screens show the active task and its markers.
Changes
game-loop.js,match.js): the loop now callsobjectives.tick()every frame and feeds it damage/death/kill/heart events (onDamage,onPlayerDied,onPlayerKilled,onHeart) so tasks like "no damage" and "bounty" can track them. Broadcasts anobjectivestate patch each tick. The director is created on match start (delayed for zombie mode until enemies warm up, immediate for PvP) and stopped/cleared on match end or when the last player leaves.socket-handlers.js): removes free-tap activation and cooldowns for loadout items —ACTIVATE_POWERUPnow only works during an open reward window viaobjectives.pickReward(). Drops the now-unusedpowerupCooldownsfield.cheerleader/index.js): adds voice lines forobjective_startedandobjective_won.game_logic.js,overlays.js,leaderboard.js): addsdrawObjective()to render the pulsing gold marker/crate circle and target rings under the runaway enemy and the bounty leader, and a task/countdown line on the leaderboard wall (falls back to reward-pick announcements, then the usual status line).