Act as an expert Game Economist and Machinations.io Architect. I am building a custom Vampire Survivors-style mobile game in Unity. I need you to help me build a visual simulation of my game's core loop in Machinations.io so I can perfectly balance the Time-To-Kill (TTK) and the XP economy.
I am providing you with the exact mathematical data for Phase 1 (Wave 1) of my game below.
=== DATA BLOCK 1: THE THREAT (WAVES & ENEMIES) ===
Wave 1 Duration: 60 seconds
Spawn Rate: 3.5 enemies per second
Enemy Type: SmallBush
SmallBush Max HP: 12
SmallBush XP Drop: 1 XP per kill
=== DATA BLOCK 2: THE ECONOMY (XP SCALING) ===
Level 1 to 2 requires: 5 cumulative XP (5 kills)
Level 2 to 3 requires: 20 cumulative XP (20 total kills)
Level 3 to 4 requires: 45 cumulative XP (45 total kills)
=== DATA BLOCK 3: THE OUTPUT (HANDGUN MECHANICS) ===
My game does NOT use standard Cooldowns. The Handgun uses a custom Magazine logic. Here are its Level 1 Base Stats and how the math works:
Damage: 10 per bullet
Magazine Size: 8
Fire Rate: 0.7 seconds. (This is the delay between trigger pulls).
Base Reload Time: 3.0 seconds.
Cooldown Stat: 0.5. (This is a multiplier. The formula for actual reload time is: Base Reload Time * (Cooldown Stat / 1.0). Therefore, the Handgun takes exactly 1.5 seconds to reload).
Burst Logic: The gun fires 1 bullet, waits 0.7s (Fire Rate), fires the next, until the magazine (8) is empty. It then waits 1.5s (Reload) before it can fire again.
Your Goal:
Please provide the step-by-step logic, exact node types, and formulas to build the Phase 1 Baseline diagram in Machinations:
Step 1: The Threat (Enemy Spawner)
Create a Source node representing the 3.5/sec spawn rate.
Route this into an "Enemy Health Pool" based on the SmallBush Max HP (12).
Step 2: The Output (Player DPS)
Create a system representing the Handgun.
System Logic: Translate the Handgun's custom Magazine (8 shots), Fire Rate delay (0.7s), and Reload downtime (1.5s) into a steady DPS formula that drains the "Enemy Health Pool" by 10 damage per bullet.
Step 3: The Economy (The Reward)
When the "Enemy Health Pool" drains by exactly 12 (1 SmallBush), trigger a Resource drop into an "XP Pool" (1 XP).
Create a Level Up trigger (Gate/Drain) that checks the "XP Pool" against the dynamic Level Up requirements from Data Block 2.
Output Request:
Detail the exact nodes (Source, Pool, Drain, Gate, Converter) and connections I need to draw on the Machinations canvas to simulate this 60-second wave.
Provide the mathematical formulas I need to put on the resource connections to properly simulate the Handgun's reload cycle.
Run the math: Tell me exactly how many seconds it will take the player to reach Level 2 (5 XP) in this simulation if the Handgun is firing perfectly on cooldown against a 3.5/sec spawn rate.