Добавить первую волну мира Physics

This commit is contained in:
2026-08-19 15:53:13 +03:00
parent f53e068cb1
commit 243da9185e
21 changed files with 647 additions and 28 deletions
+1 -1
View File
@@ -67,7 +67,7 @@
{"_type":"issue","id":"goon-game-analytics-contract","title":"Схема gameplay analytics","description":"Версионировать level_start/restart/death/complete/abandon/challenge и heatmap payload.","acceptance_criteria":"События документированы, минимальны и проверены на тестовом backend.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":2,"issue_type":"task","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":960,"created_at":"2026-08-17T21:40:36Z","created_by":"E.Gavrilov","updated_at":"2026-08-18T21:02:35Z","metadata":{"stages":7,"primary_stage":7},"labels":["analytics","primary-stage-7","production","stage-7"],"dependencies":[{"issue_id":"goon-game-analytics-contract","depends_on_id":"goon-game-e14","type":"parent-child","created_at":"2026-08-18T00:43:42Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":1,"comment_count":0}
{"_type":"issue","id":"goon-game-modular-characters","title":"Модульные персонажи и косметика","description":"Body/helmet/face/weapon/cape/accessory, случайные имена и 30+ косметических элементов.","acceptance_criteria":"Новые жертвы визуально различаются, комбинации не ломают анимации.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":2,"issue_type":"feature","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":2880,"created_at":"2026-08-17T21:40:21Z","created_by":"E.Gavrilov","updated_at":"2026-08-18T21:02:25Z","metadata":{"stages":6,"primary_stage":6},"labels":["art","primary-stage-6","production","stage-6"],"dependencies":[{"issue_id":"goon-game-modular-characters","depends_on_id":"goon-game-e11","type":"parent-child","created_at":"2026-08-18T00:43:33Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0}
{"_type":"issue","id":"goon-game-challenges","title":"Challenges, collectibles и статистика","description":"Реализовать casualty/time/collectible цели и отображение трёх звёзд.","acceptance_criteria":"Расчёт покрыт unit-тестами и сохраняется по LevelID.","notes":"2026-08-19: claimed after weighted-object slice 259fcd3 passed 108 app JVM + 2 content-tool JVM and exact Android 48/48. TDD scope: stable LevelID/WorldID progression keys with legacy numeric migration, casualty/time/collectible challenge evaluation, persistent best three-star record, data-driven optional collectible, level-select/result rendering, automation and one teaching route without weakening existing gates.\nFinal post-review gate: duplicate stable LevelID now fails catalog load before progress-key collision (targeted RED then GREEN). Clean 116 app JVM + 2 content-tool JVM; final cold host-GPU AVD exact Android 52/52 in 551.773s. Verified APK SHA-256 0b70a0a1a508425c311d7de473318e3bb83407f5f27e9dd4a8e1876b2eb25344.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"closed","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":1440,"created_at":"2026-08-17T21:40:13Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T06:24:46Z","started_at":"2026-08-19T04:41:26Z","closed_at":"2026-08-19T05:58:26Z","close_reason":"Accepted stable LevelID/WorldID challenge progression: progress v3/session v5 migrations, casualty/time/collectible stars, level 18 3/3 route, 115+2 JVM and exact Android 52/52 (553.686s), APK SHA-256 9c12cfbb15e313421d58f891d9d107af14c9e8e626228fa8fd0c74e56c293d14.","metadata":{"stages":6,"primary_stage":6},"labels":["primary-stage-6","production","progression","stage-6"],"dependencies":[{"issue_id":"goon-game-challenges","depends_on_id":"goon-game-e09","type":"parent-child","created_at":"2026-08-18T00:43:29Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0}
{"_type":"issue","id":"goon-game-content-worlds","title":"Спроектировать и произвести 4 мира / 55–70 уровней","description":"Content matrix четырёх миров, challenge-уровней и финальных испытаний по разделам 2 и 23.","acceptance_criteria":"Все уровни проходят content pipeline и Definition of Done.","notes":"2026-08-19: executable matrix commit 4869649 fixed release at 69 levels: workshop 1-17 plus four 13-level production worlds (52 rows). Foundations wave 1 now authors Levels 19-22; matrix prefix is 5/52 including Level 18. TDD/device REDs fixed only in new content: inaccessible L19 cache, skipped second L20 body, late L21 saw takeoff, early-moving L22 ferry; pagination acceptance updated from 2 to 3 pages. Four route methods passed 12/12 playthroughs, restart DoD passed 1/1. Clean gate: 117/117 app JVM, 7/7 level-format, validators 22/authored5, lint/app/test APK; final cold unfiltered Android 57/57 in 1807.264s, APK SHA 81e50c2b3247a2bf7fad2a2efc461c1d6f19d63e1b10a958e8c1a8544adf48ef. Next bounded slice is Foundations 23-26; issue remains in_progress until Level 69.\n2026-08-19: Foundations wave 2 authors Levels 23-26; matrix prefix is 9/52. Remote saw delivery, frozen-body step and conductive relay pass exact 1 death/1 corpse. Level 26 Second Hand passes original-timer and expired-timer recovery routes, both 3/3 with zero deaths; recovery explicitly observes the far Door closed before rearming the shared signal. Focused suite: 5/5 methods, 15 routes, 10.768s. Clean gate: 118/118 app JVM, 7/7 level-format, validators 26/authored9, lint/app/test APK; final cold unfiltered Android 62/62 in 1063.114s, APK SHA 67510d404cfa0704500cbf36c7845e9ba9fa05e96630079ab02bc35113e946fa. Next bounded slice is Foundations 27-30; issue remains in_progress until Level 69.\n2026-08-19: Foundations wave 3 authors Levels 27-30 and closes the world at 13/13 matrix rows (authored production prefix 13/52). Level 27 proves two retained-body AND; Level 28 proves delivered/frozen/conductive exact 3-body route plus clean restart; Level 29 CHALLENGE proves exact two bodies; Level 30 FINALE combines bridge, pressure, toggle/timed ferry, PIT and Door at exact 3 bodies. Focused suite: 4/4 methods, 12 routes, 35.188s. Late-load REDs led only to deterministic test-clock hardening and an AVD-specific performance evidence boundary; physical hardware retains full 34ms frame gate. Final clean gate: 119/119 app JVM, 7/7 level-format, validators 30/authored13, lint/app/test APK; cold unfiltered Android 66/66 in 6749.094s, APK SHA d47ba3baffcaf3c946b77965472b8eba26e77b535e35d1dd1ca67211950e5315. Next bounded slice is Physics 31-34; issue remains in_progress until Level 69.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"in_progress","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","created_at":"2026-08-17T21:39:58Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T12:25:30Z","started_at":"2026-08-19T06:26:20Z","metadata":{"stages":6,"primary_stage":6},"labels":["future","levels","primary-stage-6","production","stage-6"],"dependencies":[{"issue_id":"goon-game-content-worlds","depends_on_id":"goon-game-e07","type":"parent-child","created_at":"2026-08-18T00:43:21Z","created_by":"E.Gavrilov","metadata":"{}"},{"issue_id":"goon-game-content-worlds","depends_on_id":"goon-game-milestone-vslice","type":"blocks","created_at":"2026-08-18T00:41:41Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":1,"dependent_count":1,"comment_count":0}
{"_type":"issue","id":"goon-game-content-worlds","title":"Спроектировать и произвести 4 мира / 55–70 уровней","description":"Content matrix четырёх миров, challenge-уровней и финальных испытаний по разделам 2 и 23.","acceptance_criteria":"Все уровни проходят content pipeline и Definition of Done.","notes":"2026-08-19: executable matrix commit 4869649 fixed release at 69 levels: workshop 1-17 plus four 13-level production worlds (52 rows). Foundations wave 1 now authors Levels 19-22; matrix prefix is 5/52 including Level 18. TDD/device REDs fixed only in new content: inaccessible L19 cache, skipped second L20 body, late L21 saw takeoff, early-moving L22 ferry; pagination acceptance updated from 2 to 3 pages. Four route methods passed 12/12 playthroughs, restart DoD passed 1/1. Clean gate: 117/117 app JVM, 7/7 level-format, validators 22/authored5, lint/app/test APK; final cold unfiltered Android 57/57 in 1807.264s, APK SHA 81e50c2b3247a2bf7fad2a2efc461c1d6f19d63e1b10a958e8c1a8544adf48ef. Next bounded slice is Foundations 23-26; issue remains in_progress until Level 69.\n2026-08-19: Foundations wave 2 authors Levels 23-26; matrix prefix is 9/52. Remote saw delivery, frozen-body step and conductive relay pass exact 1 death/1 corpse. Level 26 Second Hand passes original-timer and expired-timer recovery routes, both 3/3 with zero deaths; recovery explicitly observes the far Door closed before rearming the shared signal. Focused suite: 5/5 methods, 15 routes, 10.768s. Clean gate: 118/118 app JVM, 7/7 level-format, validators 26/authored9, lint/app/test APK; final cold unfiltered Android 62/62 in 1063.114s, APK SHA 67510d404cfa0704500cbf36c7845e9ba9fa05e96630079ab02bc35113e946fa. Next bounded slice is Foundations 27-30; issue remains in_progress until Level 69.\n2026-08-19: Foundations wave 3 authors Levels 27-30 and closes the world at 13/13 matrix rows (authored production prefix 13/52). Level 27 proves two retained-body AND; Level 28 proves delivered/frozen/conductive exact 3-body route plus clean restart; Level 29 CHALLENGE proves exact two bodies; Level 30 FINALE combines bridge, pressure, toggle/timed ferry, PIT and Door at exact 3 bodies. Focused suite: 4/4 methods, 12 routes, 35.188s. Late-load REDs led only to deterministic test-clock hardening and an AVD-specific performance evidence boundary; physical hardware retains full 34ms frame gate. Final clean gate: 119/119 app JVM, 7/7 level-format, validators 30/authored13, lint/app/test APK; cold unfiltered Android 66/66 in 6749.094s, APK SHA d47ba3baffcaf3c946b77965472b8eba26e77b535e35d1dd1ca67211950e5315. Next bounded slice is Physics 31-34; issue remains in_progress until Level 69.\n2026-08-19: Physics wave 1 authors Levels 31-34; authored production prefix is 17/52. Weight Class proves mass-3 object pressure with clean restart; Stack Order adds deterministic falling object-on-object support; Launch Window proves exact one saw body plus vertical lift; Press Cycle proves exact one crushed retained body plus active/rest crusher timing. Focused suite: 4/4 methods, 12 routes; first run 10.003s, restart-proof rerun green. TDD REDs were missing PhysicalObjectStackResolver and PhysicsWaveOneScenarios. Clean gate: 122/122 app JVM, 7/7 level-format, validators 34/authored17, lint/app/test APK; cold unfiltered Android 70/70 in 611.991s, APK SHA 1d608168c5f44bc85aabb7bbe23e8e45cd4bb2b2611d6b5c2af5fa4451c63bd3. Next bounded slice is Physics 35-38; issue remains in_progress until Level 69.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"in_progress","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","created_at":"2026-08-17T21:39:58Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T12:52:14Z","started_at":"2026-08-19T06:26:20Z","metadata":{"stages":6,"primary_stage":6},"labels":["future","levels","primary-stage-6","production","stage-6"],"dependencies":[{"issue_id":"goon-game-content-worlds","depends_on_id":"goon-game-e07","type":"parent-child","created_at":"2026-08-18T00:43:21Z","created_by":"E.Gavrilov","metadata":"{}"},{"issue_id":"goon-game-content-worlds","depends_on_id":"goon-game-milestone-vslice","type":"blocks","created_at":"2026-08-18T00:41:41Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":1,"dependent_count":1,"comment_count":0}
{"_type":"issue","id":"goon-game-weighted-objects","title":"Добавить общий IWeightedObject и физические объекты","description":"Добавить box, rock, ball, ice block и counterweight поверх единого контракта массы.","acceptance_criteria":"Pressure plate одинаково работает с персонажем, телом и объектами.","notes":"2026-08-19: claimed after corpse-state slice 19bb64e passed 102 JVM and exact Android 46/46. TDD scope: public IWeightedObject mass contract, JSON Box/Rock/Ball/IceBlock/Counterweight definitions, deterministic runtime/save/render/automation, pressure parity and one teaching level with solution bot.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"closed","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":1920,"created_at":"2026-08-17T21:39:43Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T04:38:25Z","started_at":"2026-08-19T03:35:44Z","closed_at":"2026-08-19T04:38:25Z","close_reason":"Shared pressure-mass contract, five authored physical-object types, deterministic runtime/save v4/render/export, level 17 and production-input route accepted. Clean 108 app JVM + 2 format JVM; focused 8/8; exact unfiltered Android 16 matrix 48/48 in 2223.695s.","metadata":{"stages":6,"primary_stage":6},"labels":["primary-stage-6","production","puzzle","stage-6"],"dependencies":[{"issue_id":"goon-game-weighted-objects","depends_on_id":"goon-game-e05","type":"parent-child","created_at":"2026-08-18T00:43:14Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0}
{"_type":"issue","id":"goon-game-hazards-full","title":"Дополнить production-каталог опасностей","description":"Добавить crusher, fire, projectile, explosion и data-driven настройки импульса/звука/визуала.","acceptance_criteria":"Каждая опасность имеет prefab/data definition, тесты и минимум один учебный уровень.","notes":"2026-08-19: claimed after the three Stage 6 foundation slices. Will proceed test-first per hazard with data definition, deterministic behavior, teaching content, solution graph and production-input route; crusher/fire precede the dependent crushed/burned corpse states.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"closed","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":2400,"created_at":"2026-08-17T21:39:37Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T02:28:37Z","started_at":"2026-08-19T01:07:11Z","closed_at":"2026-08-19T02:28:37Z","close_reason":"Crusher, fire, projectile and cyclic explosion are data-driven, validated and shipped with teaching levels 11-14, solution graphs and 3x production-input routes; clean 99 JVM/lint/APK and unfiltered Android 43/43 green.","metadata":{"stages":6,"primary_stage":6},"labels":["hazards","primary-stage-6","production","stage-6"],"dependencies":[{"issue_id":"goon-game-hazards-full","depends_on_id":"goon-game-e04","type":"parent-child","created_at":"2026-08-18T00:43:10Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":1,"comment_count":0}
{"_type":"issue","id":"goon-game-corpse-states","title":"Расширить состояния тел","description":"Добавить crushed, burned и остальные утверждённые состояния поверх normal/pinned/frozen/conductive.","acceptance_criteria":"Каждое состояние используется минимум одной уникальной головоломкой и проходит DoD механики.","notes":"2026-08-19: claimed after production hazards dc2ebcb passed 99 JVM and Android 43/43. Will add explicit crushed/burned/shattered and derived corpse behavior test-first, then one teaching route/solution graph per new gameplay-relevant state and full regression.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"closed","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":1920,"created_at":"2026-08-17T21:39:29Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T03:32:49Z","started_at":"2026-08-19T02:31:25Z","closed_at":"2026-08-19T03:32:49Z","close_reason":"GDD corpse states complete: existing normal/pinned/frozen/conductive routes plus new burned/crushed contracts, save v3 migration, levels 15-16 and bots. Clean 102 JVM; exact Android 46/46 in 1842.248s. IsDestroyed is a lifecycle field; Shattered is not an approved GDD state.","metadata":{"stages":6,"primary_stage":6},"labels":["corpse","primary-stage-6","production","stage-6"],"dependencies":[{"issue_id":"goon-game-corpse-states","depends_on_id":"goon-game-e02","type":"parent-child","created_at":"2026-08-18T00:43:05Z","created_by":"E.Gavrilov","metadata":"{}"},{"issue_id":"goon-game-corpse-states","depends_on_id":"goon-game-hazards-full","type":"blocks","created_at":"2026-08-19T04:07:09Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":1,"dependent_count":0,"comment_count":0}
+9 -4
View File
@@ -137,6 +137,10 @@ The final Foundations wave adds levels 27–30: a two-body AND gate, a three-sta
body sequence with clean restart, an exact-two-death challenge and a finale that
combines corpse bridge, pressure, toggle/timer ferry and Door. The full
Foundations world now occupies its accepted 18–30 matrix range.
The first Physics wave adds levels 31–34: object-held mass, a real three-object
support stack, a saw-delivery lift route and a crusher/pressure cycle. Vertical
object-on-object support is deterministic and covered independently from player
movement; all four routes pass three consecutive production-input runs.
Scope and final evidence are in `docs/STAGE6_CHARACTER_STATES.md`,
`docs/STAGE6_CORPSE_MANAGER.md`, and `docs/STAGE6_PUZZLE_SYSTEM.md`; the latest
hazard evidence is in `docs/STAGE6_PRODUCTION_HAZARDS.md`, and the burned/crushed
@@ -148,10 +152,11 @@ Physics, States and Mastery. Its contract and Level DoD pipeline are documented
in `docs/STAGE6_CONTENT_MATRIX.md`; wave evidence is in
`docs/STAGE6_FOUNDATIONS_WAVE1.md` and
`docs/STAGE6_FOUNDATIONS_WAVE2.md`; the completed world evidence is in
`docs/STAGE6_FOUNDATIONS_WAVE3.md`. The latest exact gate is `119 app JVM + 7
content-tool JVM / 66 Android` on the thirty-level candidate (`66/66`,
6749.094 seconds). The verified debug APK SHA-256 is
`d47ba3baffcaf3c946b77965472b8eba26e77b535e35d1dd1ca67211950e5315`.
`docs/STAGE6_FOUNDATIONS_WAVE3.md`. Physics evidence starts in
`docs/STAGE6_PHYSICS_WAVE1.md`. The latest exact gate is `122 app JVM + 7
content-tool JVM / 70 Android` on the thirty-four-level candidate (`70/70`,
611.991 seconds). The verified debug APK SHA-256 is
`1d608168c5f44bc85aabb7bbe23e8e45cd4bb2b2611d6b5c2af5fa4451c63bd3`.
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:
@@ -24,7 +24,7 @@ public final class LevelPaginationTest {
GameView view = current.gameViewForAutomation();
view.setLanguageForAutomation(GameLanguage.EN);
assertEquals(0, view.levelPageIndexForAutomation());
assertEquals(3, view.levelPageCountForAutomation());
assertEquals(4, view.levelPageCountForAutomation());
assertTrue(view.visibleLocalizedTextForAutomation().contains("The Volunteer"));
assertFalse(view.visibleLocalizedTextForAutomation().contains("Steam Charge"));
});
@@ -43,7 +43,7 @@ public final class LevelPaginationTest {
assertTrue(visible.contains("Covered Path"));
assertFalse(visible.contains("Held Open"));
assertFalse(visible.contains("The Volunteer"));
assertTrue(visible.contains("Page 2 of 3"));
assertTrue(visible.contains("Page 2 of 4"));
});
tap(activity, 1_730f, 965f);
@@ -62,9 +62,25 @@ public final class LevelPaginationTest {
assertTrue(visible.contains("Minimum Cost"));
assertTrue(visible.contains("Foundation Relay"));
assertFalse(visible.contains("Covered Path"));
assertTrue(visible.contains("Page 3 of 3"));
assertTrue(visible.contains("Page 3 of 4"));
});
tap(activity, 1_730f, 965f);
activity.onActivity(current -> {
GameView view = current.gameViewForAutomation();
List<String> visible = view.visibleLocalizedTextForAutomation();
assertEquals(3, view.levelPageIndexForAutomation());
assertTrue(visible.contains("Weight Class"));
assertTrue(visible.contains("Stack Order"));
assertTrue(visible.contains("Launch Window"));
assertTrue(visible.contains("Press Cycle"));
assertFalse(visible.contains("Foundation Relay"));
assertTrue(visible.contains("Page 4 of 4"));
});
tap(activity, 190f, 965f);
activity.onActivity(current ->
assertEquals(2, current.gameViewForAutomation().levelPageIndexForAutomation()));
tap(activity, 190f, 965f);
activity.onActivity(current ->
assertEquals(1, current.gameViewForAutomation().levelPageIndexForAutomation()));
@@ -0,0 +1,111 @@
package com.projectsacrifice.game;
import static org.junit.Assert.assertEquals;
import static org.junit.Assert.assertFalse;
import static org.junit.Assert.assertTrue;
import android.app.Instrumentation;
import androidx.test.core.app.ActivityScenario;
import androidx.test.ext.junit.runners.AndroidJUnit4;
import androidx.test.platform.app.InstrumentationRegistry;
import org.junit.Test;
import org.junit.runner.RunWith;
@RunWith(AndroidJUnit4.class)
public final class PhysicsWaveOnePlaythroughTest {
@Test public void weightClassOpensFromObjectMassThreeTimes() {
try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
Driver driver = Driver.from(activity);
for (int run = 1; run <= 3; run++) {
assertAccepted(run, new LevelPlaytestBot().run(
driver, PhysicsWaveOneScenarios.levelThirtyOne(), 55_000L),
driver, 0, 0);
}
driver.restart();
GameView.AutomationSnapshot restarted = driver.snapshot();
assertEquals(31, restarted.levelNumber());
assertEquals(650f, restarted.firstPhysicalObjectX(), 0f);
assertEquals(780f, restarted.firstPhysicalObjectY(), 0f);
assertEquals(0, restarted.deaths());
assertEquals(0, restarted.corpseCount());
assertFalse(restarted.allDoorsOpen());
assertFalse(restarted.collectibleFound());
assertFalse(restarted.inputActive());
}
}
@Test public void stackOrderClimbsSupportedObjectsThreeTimes() {
runThree(PhysicsWaveOneScenarios.levelThirtyTwo(), 0, 0);
}
@Test public void launchWindowUsesOneSawVolunteerAndLiftThreeTimes() {
runThree(PhysicsWaveOneScenarios.levelThirtyThree(), 1, 1);
}
@Test public void pressCycleLeavesOneCrushedBodyThreeTimes() {
runThree(PhysicsWaveOneScenarios.levelThirtyFour(), 1, 1);
}
private static void runThree(LevelPlaytestBot.Scenario scenario,
int expectedDeaths, int expectedCorpses) {
try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
Driver driver = Driver.from(activity);
for (int run = 1; run <= 3; run++) {
LevelPlaytestBot.Result result = new LevelPlaytestBot().run(driver, scenario, 55_000L);
assertAccepted(run, result, driver, expectedDeaths, expectedCorpses);
}
}
}
private static void assertAccepted(int run, LevelPlaytestBot.Result result, Driver driver,
int expectedDeaths, int expectedCorpses) {
assertTrue("run=" + run + "; " + result.diagnostic(), result.completed());
assertEquals("run=" + run, expectedDeaths, result.deaths());
assertEquals("run=" + run, expectedCorpses, result.corpseCount());
assertTrue("run=" + run + "; collectible", driver.snapshot().collectibleFound());
}
private static final class Driver implements LevelPlaytestBot.Driver {
private final Instrumentation instrumentation;
private final GameView view;
private Driver(Instrumentation instrumentation, GameView view) {
this.instrumentation = instrumentation;
this.view = view;
}
static Driver from(ActivityScenario<MainActivity> activity) {
GameView[] target = new GameView[1];
activity.onActivity(current -> target[0] = current.gameViewForAutomation());
return new Driver(InstrumentationRegistry.getInstrumentation(), target[0]);
}
@Override public void startLevel(int oneBasedLevelNumber) {
instrumentation.runOnMainSync(() -> {
view.enableDeterministicAutomationClock();
view.startLevelForAutomation(oneBasedLevelNumber);
});
}
@Override public void setInput(boolean left, boolean right, boolean jump) {
instrumentation.runOnMainSync(() -> view.setAutomationInput(left, right, jump));
}
@Override public GameView.AutomationSnapshot snapshot() {
GameView.AutomationSnapshot[] value = new GameView.AutomationSnapshot[1];
instrumentation.runOnMainSync(() -> value[0] = view.automationSnapshot());
return value[0];
}
@Override public void waitForNextDecision(long millis) {
instrumentation.runOnMainSync(() ->
view.advanceDeterministicAutomation(Math.max(16L, millis)));
}
void restart() {
instrumentation.runOnMainSync(view::restartLevelForAutomation);
}
}
}
@@ -906,8 +906,9 @@ public final class GameView extends View implements Runnable {
object.vy += GRAVITY * dt;
object.grounded = false;
if (object.vx != 0f) movePhysicalObjectHorizontal(object, object.vx * dt);
float previousY = object.y;
object.y += object.vy * dt;
resolvePhysicalObjectVertical(object);
resolvePhysicalObjectVertical(object, previousY);
if (object.grounded) object.vx *= (float) Math.pow(0.04, dt);
if (Math.abs(object.vx) < 3f) object.vx = 0f;
}
@@ -949,7 +950,7 @@ public final class GameView extends View implements Runnable {
return Math.abs(object.x - before) + 0.01f >= Math.abs(amount);
}
private void resolvePhysicalObjectVertical(PhysicalObjectState object) {
private void resolvePhysicalObjectVertical(PhysicalObjectState object, float previousY) {
object.supportIndex = -1;
RectF current = physicalObjectRect(object);
for (int i = 0; i < platformStates.size(); i++) {
@@ -987,6 +988,7 @@ public final class GameView extends View implements Runnable {
object.vy = 0f;
current = physicalObjectRect(object);
}
PhysicalObjectStackResolver.settleFalling(object, previousY, physicalObjects);
}
private void updateCorpses(float dt) {
@@ -0,0 +1,35 @@
package com.projectsacrifice.game;
/** Resolves a falling authored object onto the first crossed object beneath it. */
final class PhysicalObjectStackResolver {
private static final float CONTACT_EPSILON = 1.5f;
private PhysicalObjectStackResolver() {}
static boolean settleFalling(PhysicalObjectState moving, float previousY,
Iterable<PhysicalObjectState> objects) {
if (moving == null || objects == null || moving.vy < 0f) return false;
float previousBottom = previousY + moving.height;
float currentBottom = moving.y + moving.height;
PhysicalObjectState nearest = null;
float nearestTop = Float.POSITIVE_INFINITY;
for (PhysicalObjectState support : objects) {
if (support == null || support == moving) continue;
if (moving.x >= support.x + support.width
|| moving.x + moving.width <= support.x) continue;
if (previousBottom > support.y + CONTACT_EPSILON) continue;
if (currentBottom + CONTACT_EPSILON < support.y) continue;
if (moving.y >= support.y) continue;
if (support.y < nearestTop) {
nearest = support;
nearestTop = support.y;
}
}
if (nearest == null) return false;
moving.y = nearest.y - moving.height;
moving.vy = 0f;
moving.grounded = true;
moving.supportIndex = -1;
return true;
}
}
@@ -0,0 +1,144 @@
package com.projectsacrifice.game;
/** Production-input routes for the first Physics-world authoring wave. */
public final class PhysicsWaveOneScenarios {
private PhysicsWaveOneScenarios() {}
public static LevelPlaytestBot.Scenario levelThirtyOne() {
return LevelPlaytestBot.Scenario.builder(31, "Level 31 - weight class")
.step("Observe the mass-three object", 1_000L, LevelPlaytestBot.Input.none(),
snapshot -> snapshot.physicalObjectCount() == 1
&& snapshot.firstPhysicalObjectMass() == 3
&& !snapshot.allDoorsOpen())
.step("Approach the counterweight", 2_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, LevelPlaytestBot.groundedAliveAtOrBeyond(520f)))
.step("Push mass onto the plate", 3_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, snapshot -> snapshot.firstPhysicalObjectX() >= 920f
&& snapshot.allDoorsOpen()))
.step("Release while mass holds the door", 1_000L,
LevelPlaytestBot.Input.none(),
aliveAtMost(0, GameView.AutomationSnapshot::allDoorsOpen))
.step("Take off over the weight", 1_500L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(0, snapshot -> !snapshot.playerOnGround()
&& snapshot.playerY() <= 690f))
.step("Land beyond the plate", 2_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, LevelPlaytestBot.groundedAliveAtOrBeyond(1_200f)))
.step("Collect the cache beyond the door", 3_000L,
LevelPlaytestBot.Input.right(),
aliveAtMost(0, snapshot -> snapshot.collectibleFound()
&& snapshot.playerX() >= 1_550f))
.step("Reach the relic", 4_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelThirtyTwo() {
return LevelPlaytestBot.Scenario.builder(32, "Level 32 - stack order")
.step("Observe the supported three-object stack", 1_000L,
LevelPlaytestBot.Input.none(),
snapshot -> snapshot.physicalObjectCount() == 3
&& snapshot.firstPhysicalObjectY() >= 799f
&& snapshot.firstPhysicalObjectY() <= 801f)
.step("Stage before the stack", 2_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, LevelPlaytestBot.groundedAliveAtOrBeyond(480f)))
.step("Jump onto the lower object", 2_500L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(0, snapshot -> snapshot.playerOnGround()
&& snapshot.playerX() >= 600f && snapshot.playerY() <= 700f))
.step("Climb to the top object", 3_000L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(0, snapshot -> snapshot.playerOnGround()
&& snapshot.playerX() >= 720f && snapshot.playerY() <= 550f))
.step("Jump from the stack to the gallery", 3_000L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(0, snapshot -> snapshot.playerOnGround()
&& snapshot.playerX() >= 1_030f && snapshot.playerY() <= 500f
&& snapshot.collectibleFound()))
.step("Cross the high gallery", 5_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelThirtyThree() {
return LevelPlaytestBot.Scenario.builder(33, "Level 33 - launch window")
.step("Read one saw launch", 4_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, snapshot -> snapshot.deaths() == 1
&& snapshot.corpseCount() == 1))
.step("Observe the delivered body", 3_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, snapshot -> snapshot.firstCorpseX() >= 900f))
.step("Wait for the lift runner", 2_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, PhysicsWaveOneScenarios::respawned))
.step("Stage before the launch saw", 2_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(420f)))
.step("Take off before the launch saw", 1_500L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(1, snapshot -> !snapshot.playerOnGround()
&& snapshot.playerY() <= 620f))
.step("Clear the launch saw", 2_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, snapshot -> snapshot.playerX() >= 760f))
.step("Stage before the delivered body", 1_500L,
LevelPlaytestBot.Input.right(),
aliveAtMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(820f)))
.step("Clear the delivered body", 3_000L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(1_200f)))
.step("Approach the lift", 1_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(1_240f)))
.step("Wait for the low lift phase", 4_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, snapshot -> snapshot.firstMovingPlatformY() >= 770f))
.step("Board the lift", 2_500L, LevelPlaytestBot.Input.rightJump(),
aliveAtMost(1, snapshot -> snapshot.playerOnGround()
&& snapshot.playerOnMovingPlatform()))
.step("Ride to the launch window", 5_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, snapshot -> snapshot.playerOnGround()
&& snapshot.playerOnMovingPlatform()
&& snapshot.firstMovingPlatformY() <= 430f))
.step("Jump onto the high gallery", 3_000L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(1, snapshot -> snapshot.playerOnGround()
&& snapshot.playerX() >= 1_750f && snapshot.playerY() <= 400f))
.step("Collect the upper cache", 2_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, snapshot -> snapshot.collectibleFound()))
.step("Reach the upper relic", 4_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelThirtyFour() {
return LevelPlaytestBot.Scenario.builder(34, "Level 34 - press cycle")
.step("Leave one volunteer in the press", 4_000L,
LevelPlaytestBot.Input.right(),
aliveAtMost(1, snapshot -> snapshot.deaths() == 1
&& snapshot.corpseCount() == 1
&& snapshot.firstCorpseCrushed()
&& snapshot.firstCorpseActivatesPressure()))
.step("Wait for the cycle runner", 2_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, PhysicsWaveOneScenarios::respawned))
.step("Approach the occupied press", 2_500L,
LevelPlaytestBot.Input.right(),
aliveAtMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(500f)))
.step("Observe the press close", 5_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, GameView.AutomationSnapshot::firstHazardActive))
.step("Wait for the full rest", 5_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, snapshot -> !snapshot.firstHazardActive()))
.step("Jump through the resting press", 2_500L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(1, snapshot -> snapshot.playerX() >= 930f))
.step("Collect the press cache", 3_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, snapshot -> snapshot.collectibleFound()))
.step("Reach the relic", 5_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, GameView.AutomationSnapshot::completed))
.build();
}
private static LevelPlaytestBot.SnapshotCondition aliveAtMost(
int deaths, LevelPlaytestBot.SnapshotCondition condition) {
return LevelPlaytestBot.whileDeathsAtMost(deaths,
snapshot -> snapshot.playerAlive() && condition.reached(snapshot));
}
private static boolean respawned(GameView.AutomationSnapshot snapshot) {
return snapshot.playerAlive() && snapshot.playerX() < 250f;
}
}
@@ -13,7 +13,7 @@ public final class FoundationsFinaleContentTest {
@Test
public void finalFoundationsWaveMatchesTheApprovedMatrixAndClosesTheWorld() {
List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(30, levels.size());
assertTrue(levels.size() >= 30);
LevelDefinition keys = levels.get(26);
assertIdentity(keys, 27, "foundations.two-keys", "Two Keys", 2, 65);
@@ -15,7 +15,7 @@ public final class LevelCatalogTest {
@Test
public void productionCatalogContainsMechanicsAndChallengeTeachingLevels() {
List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(30, levels.size());
assertEquals(34, levels.size());
Set<String> titles = new HashSet<>();
for (int i = 0; i < levels.size(); i++) {
LevelDefinition level = levels.get(i);
@@ -0,0 +1,47 @@
package com.projectsacrifice.game;
import static org.junit.Assert.assertEquals;
import static org.junit.Assert.assertFalse;
import static org.junit.Assert.assertTrue;
import org.junit.Test;
import java.util.Arrays;
public final class PhysicalObjectStackResolverTest {
@Test
public void fallingObjectSettlesOnTheHighestCrossedObject() {
PhysicalObjectState lower = object(650f, 800f, 160f, 80f);
PhysicalObjectState middle = object(690f, 721f, 140f, 80f)
.velocity(0f, 60f);
PhysicalObjectState distant = object(1_200f, 700f, 100f, 100f);
boolean settled = PhysicalObjectStackResolver.settleFalling(
middle, 720f, Arrays.asList(lower, middle, distant));
assertTrue(settled);
assertEquals(720f, middle.weightedY(), 0f);
assertEquals(0f, middle.velocityY(), 0f);
assertTrue(middle.grounded());
}
@Test
public void risingOrNonCrossingObjectIsNotTeleportedOntoAStack() {
PhysicalObjectState lower = object(650f, 800f, 160f, 80f);
PhysicalObjectState rising = object(690f, 700f, 120f, 80f)
.velocity(0f, -40f);
PhysicalObjectState beside = object(300f, 721f, 100f, 80f)
.velocity(0f, 60f);
assertFalse(PhysicalObjectStackResolver.settleFalling(
rising, 704f, Arrays.asList(lower, rising)));
assertFalse(PhysicalObjectStackResolver.settleFalling(
beside, 720f, Arrays.asList(lower, beside)));
}
private static PhysicalObjectState object(float x, float y, float width, float height) {
return new PhysicalObjectState(new LevelDefinition.PhysicalObject(
LevelDefinition.PhysicalObjectType.BOX,
new LevelDefinition.Box(x, y, width, height), 1));
}
}
@@ -0,0 +1,64 @@
package com.projectsacrifice.game;
import static org.junit.Assert.assertEquals;
import static org.junit.Assert.assertFalse;
import static org.junit.Assert.assertNotNull;
import static org.junit.Assert.assertTrue;
import org.junit.Test;
import java.util.List;
public final class PhysicsWaveOneContentTest {
@Test
public void firstPhysicsWaveMatchesTheExecutableMatrix() {
List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(34, levels.size());
LevelDefinition mass = levels.get(30);
assertIdentity(mass, 31, "physics.mass-basics", "Weight Class", 0, 45);
assertFalse(mass.objects.isEmpty());
assertTrue(mass.containsMechanic(LevelDefinition.SwitchType.PRESSURE));
assertFalse(mass.doors.isEmpty());
LevelDefinition stack = levels.get(31);
assertIdentity(stack, 32, "physics.stack-order", "Stack Order", 0, 50);
assertTrue(stack.objects.size() >= 3);
assertTrue("The authored staircase must contain an object supported by another",
hasAuthoredObjectStack(stack));
LevelDefinition launch = levels.get(32);
assertIdentity(launch, 33, "physics.launch-window", "Launch Window", 1, 55);
assertTrue(launch.containsMechanic(LevelDefinition.HazardType.SAW));
assertTrue(launch.hasMovingPlatform());
LevelDefinition crusher = levels.get(33);
assertIdentity(crusher, 34, "physics.crusher-rhythm", "Press Cycle", 1, 55);
assertTrue(crusher.containsMechanic(LevelDefinition.HazardType.CRUSHER));
assertTrue(crusher.containsMechanic(LevelDefinition.SwitchType.PRESSURE));
}
private static boolean hasAuthoredObjectStack(LevelDefinition level) {
for (LevelDefinition.PhysicalObject upper : level.objects) {
for (LevelDefinition.PhysicalObject lower : level.objects) {
if (upper == lower) continue;
boolean horizontalOverlap = upper.box.x < lower.box.right()
&& upper.box.right() > lower.box.x;
if (horizontalOverlap
&& Math.abs(upper.box.bottom() - lower.box.y) <= 0.01f) return true;
}
}
return false;
}
private static void assertIdentity(LevelDefinition level, int number, String id, String title,
int targetDeaths, int targetSeconds) {
assertEquals(number, level.number);
assertEquals(id, level.levelId);
assertEquals("physics", level.worldId);
assertEquals(title, level.title);
assertEquals(targetDeaths, level.targetDeaths);
assertEquals(targetSeconds, level.targetSeconds);
assertNotNull(level.collectible);
}
}
+8
View File
@@ -231,6 +231,14 @@ bridge → pressure → toggle/timed ferry → Door имеют solution graphs,
`66/66` за `6749.094 s`, app JVM `119/119`, content-tool JVM `7/7`; APK содержит
30 level JSON. Evidence — `STAGE6_FOUNDATIONS_WAVE3.md`. Мир Foundations 18–30
закрыт; следующий bounded slice — Physics 31–34.
Первый Physics wave Levels 31–34 принят: mass-three object удерживает Door,
трёхобъектная лестница использует новый детерминированный object/object support,
saw-delivery соединён с вертикальным lift, crushed body сохраняется на pressure
во время полного crusher cycle. Четыре метода доказали 12/12 production-input
routes и restart сдвинутого противовеса. Cold unfiltered candidate прошёл Android
`70/70` за `611.991 s`, app JVM `122/122`, content-tool JVM `7/7`; APK содержит
34 level JSON. Evidence — `STAGE6_PHYSICS_WAVE1.md`. Следующий bounded slice —
Physics 35–38.
### Этап 7. Техническая стабилизация и release engineering — P0, 4–8 дней
+72
View File
@@ -683,6 +683,78 @@ LevelID="foundations.foundation-final", WorldID="foundations"
corpse bridge, pressure, toggle-controlled ferry, timed AND-door и collectible;
каждая смерть и реальная опора на moving platform наблюдаются ботом.
## Уровень 31 — `Weight Class`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения;
после них restart возвращает сдвинутый объект и Door в исходное состояние.
**Ожидаемые и доказанные смерти:** `0`.
```text
LevelID="physics.mass-basics", WorldID="physics"
→ игрок толкает COUNTERWEIGHT mass=3 с x=650 на pressure x=940..1190
→ requiredMass=3 открывает mass-door без присутствия игрока на плите
→ input отпускается, Door остаётся открытой только массой объекта
→ игрок перепрыгивает противовес, забирает cache x=1580
→ проходит Door x=1370 и достигает goal без смертей
→ restart возвращает object x=650,y=780, закрытую Door и чистый input/cache
```
**Контракт:** это первый production-уровень Physics и отдельное обучение
`weighted-object`; pressure resolver не различает player/corpse/object по типу.
## Уровень 32 — `Stack Order`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `0`.
```text
LevelID="physics.stack-order", WorldID="physics"
→ BOX x=650,y=800 поддерживает ROCK x=700,y=720
→ ROCK поддерживает ICE_BLOCK x=760,y=640; solver сохраняет обе опоры
→ игрок отдельными jump edge поднимается на нижний и верхний объекты
→ со стопки прыгает на gallery x=1030,y=600 и забирает cache x=900,y=555
→ по верхней галерее достигает goal x=2260,y=490 без смертей
```
**Контракт:** vertical object/object contact выбирает первую пересечённую опору
снизу, не телепортирует восходящие или не пересекающиеся объекты и не меняет
существующую player physics.
## Уровень 33 — `Launch Window`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `1`; saw launch сохраняет одно тело.
```text
LevelID="physics.launch-window", WorldID="physics"
→ первый доброволец входит в saw x=600 и получает impulse (700,-420)
→ следующий начинает прыжок до saw и отдельным edge очищает доставленное тело
→ у нижней фазы садится на lift x=1350,y≈790
→ snapshot подтверждает реальную moving-platform support
→ едет до y≤430 и прыгает на gallery x=1750,y=500
→ забирает cache x=2050 и достигает верхнего goal с deaths=1, corpses=1
```
**Контракт:** уровень сочетает уже обученный saw-launch с вертикальной движущейся
опорой; бот наблюдает смерть, доставленное тело, посадку и верхнюю фазу отдельно.
## Уровень 34 — `Press Cycle`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `1`; crushed body сохраняется на pressure.
```text
LevelID="physics.crusher-rhythm", WorldID="physics"
→ первый доброволец погибает в CRUSHER x=680..850
→ crushed body становится низкой retained mass на pressure x=650..880
→ следующий наблюдает active и inactive фазы полного 4.5 s цикла
→ одним новым jump edge пересекает resting press без второй смерти
→ забирает cache x=1320 и достигает goal с deaths=1, corpses=1
```
**Контракт:** pressure фиксирует результат жертвы, а timing остаётся обязательным:
каждый шаг fail-fast отклоняет вторую смерть и не перезапускает цикл.
## Проверки, следующие из графов
1. Сохранять полный integrated device-regression: intended route принятых уровней по три раза и отдельный recovery route уровня 8.
+15 -14
View File
@@ -49,7 +49,7 @@ finale не вводят новую механику: они проверяют
Android `preBuild` зависит от этого gate. Текущее ожидаемое сообщение:
```text
Validated production content matrix: worlds=4; planned=52; authored=13; releaseTotal=69
Validated production content matrix: worlds=4; planned=52; authored=17; releaseTotal=69
```
## Content pipeline и Level DoD
@@ -64,9 +64,9 @@ JSON-уровень добавляется только ведущим преф
5. restart, blocker-softlock и collectible/challenge проверки;
6. camera, sound, art, optimization и QA regression gates из Level DoD.
Foundations 18–30 полностью авторизованы через этот pipeline. Следующий bounded
slice — Physics 31–34; незавершённый уровень не скрывается в общем счётчике
production-контента.
Foundations 18–30 и Physics 31–34 полностью авторизованы через этот pipeline.
Следующий bounded slice — Physics 35–38; незавершённый уровень не скрывается в
общем счётчике production-контента.
## TDD и текущий gate
@@ -75,19 +75,20 @@ errors), затем отсутствующую CLI-команду `validate-matr
добавлен отрицательный regression: изменение planned title Level 18 отклоняется
как drift реального JSON-префикса.
Текущий gate после завершения мира Foundations на 19 августа 2026 года:
Текущий gate после первого Physics wave на 19 августа 2026 года:
- `ProductionContentMatrixTest` + `LevelContentToolTest`: `7/7`;
- app JVM regression: `119/119`;
- `validateLevels`: `30` authored levels;
- `validateContentMatrix`: `4` worlds, `52` planned, `13` authored production rows,
- app JVM regression: `122/122`;
- `validateLevels`: `34` authored levels;
- `validateContentMatrix`: `4` worlds, `52` planned, `17` authored production rows,
release total `69`;
- `lintDebug`, `assembleDebug`, `assembleDebugAndroidTest`: GREEN;
- APK ZIP integrity: no errors; `30` level JSON присутствуют в package;
- cold unfiltered Android: `66/66`, failures/errors/skipped `0/0/0`, `6749.094 s`;
- APK ZIP integrity: no errors; `34` level JSON присутствуют в package;
- cold unfiltered Android: `70/70`, failures/errors/skipped `0/0/0`, `611.991 s`;
- debug APK SHA-256:
`d47ba3baffcaf3c946b77965472b8eba26e77b535e35d1dd1ca67211950e5315`.
`1d608168c5f44bc85aabb7bbe23e8e45cd4bb2b2611d6b5c2af5fa4451c63bd3`.
Матрица не подменяет device evidence: Foundations 18–30 прошёл отдельные routes
и полный unfiltered gate; детали — `STAGE6_FOUNDATIONS_WAVE1.md`,
`STAGE6_FOUNDATIONS_WAVE2.md` и `STAGE6_FOUNDATIONS_WAVE3.md`.
Матрица не подменяет device evidence: Foundations 18–30 и Physics 31–34 прошли
отдельные routes и полный unfiltered gate; детали — `STAGE6_FOUNDATIONS_WAVE1.md`,
`STAGE6_FOUNDATIONS_WAVE2.md`, `STAGE6_FOUNDATIONS_WAVE3.md` и
`STAGE6_PHYSICS_WAVE1.md`.
+48
View File
@@ -0,0 +1,48 @@
# Stage 6: Physics wave 1
## Принятый результат
Первый bounded authoring wave мира Physics добавляет уровни 31–34:
- 31 `Weight Class` — COUNTERWEIGHT mass 3 самостоятельно удерживает pressure Door;
- 32 `Stack Order` — три authored objects образуют реальную вертикальную опору;
- 33 `Launch Window` — одна saw-жертва, доставленное тело и вертикальный lift;
- 34 `Press Cycle` — crushed body остаётся на pressure, следующий игрок читает
active/rest фазы crusher.
Все четыре уровня совпадают с executable matrix по stable LevelID/WorldID,
RU/EN copy, targets и collectible. Четыре Android methods выполняют по три
последовательных production-input route: `12/12`, без retry или прямой мутации.
Level 31 после трёх маршрутов дополнительно доказывает restart: объект возвращён
в `(650,780)`, Door закрыта, deaths/corpses/cache/input очищены.
## Object-stacking TDD
Первый RED был точным compile failure: `PhysicalObjectStackResolver` отсутствовал.
Второй RED зафиксировал отсутствующий `PhysicsWaveOneScenarios`. Минимальная GREEN
реализация добавляет только vertical object/object contact:
- falling object выбирает верхнюю первую пересечённую опору;
- rising object, объект сбоку и не пересёкший верх опоры не телепортируются;
- support обнуляет vertical velocity и публикует grounded state;
- player movement, run/jump constants и прежняя geometry не менялись.
`physicsVersion` остаётся `1`: существующие уровни не авторизуют вертикально
пересекающиеся objects, поэтому принятые trace/geometry не меняются; новый контакт
активируется только новой stacked geometry Level 32.
## Device evidence
- targeted first run: `4/4` methods, `12` routes, `10.003 s`;
- targeted rerun после restart-proof: `4/4`, GREEN;
- cold unfiltered Android 16: `70/70`, failures/errors/skipped `0/0/0`,
instrumentation `611.991 s`, `BUILD SUCCESSFUL in 10m23s`;
- app JVM: `122/122`; level-format JVM: `7/7`;
- clean `lintDebug`, app APK и AndroidTest APK: GREEN;
- validator: `34` levels; matrix `17/52` authored production rows;
- APK ZIP: no errors; `34` level JSON packaged;
- debug APK SHA-256:
`1d608168c5f44bc85aabb7bbe23e8e45cd4bb2b2611d6b5c2af5fa4451c63bd3`.
Следующий bounded slice — Physics 35–38: moving hazard, returning projectile,
blast delivery и moving load.
@@ -1 +1 @@
{"formatVersion":1,"physicsVersion":1,"levels":["level-01.json","level-02.json","level-03.json","level-04.json","level-05.json","level-06.json","level-07.json","level-08.json","level-09.json","level-10.json","level-11.json","level-12.json","level-13.json","level-14.json","level-15.json","level-16.json","level-17.json","level-18.json","level-19.json","level-20.json","level-21.json","level-22.json","level-23.json","level-24.json","level-25.json","level-26.json","level-27.json","level-28.json","level-29.json","level-30.json"]}
{"formatVersion":1,"physicsVersion":1,"levels":["level-01.json","level-02.json","level-03.json","level-04.json","level-05.json","level-06.json","level-07.json","level-08.json","level-09.json","level-10.json","level-11.json","level-12.json","level-13.json","level-14.json","level-15.json","level-16.json","level-17.json","level-18.json","level-19.json","level-20.json","level-21.json","level-22.json","level-23.json","level-24.json","level-25.json","level-26.json","level-27.json","level-28.json","level-29.json","level-30.json","level-31.json","level-32.json","level-33.json","level-34.json"]}
@@ -0,0 +1,14 @@
{
"formatVersion":1,"physicsVersion":1,"number":31,
"id":"physics.mass-basics","worldId":"physics",
"copy":{"en":{"title":"Weight Class","hint":"Push the marked counterweight onto the plate; mass, not the player, keeps the door open."},"ru":{"title":"Весовая категория","hint":"Затолкните отмеченный противовес на плиту: дверь удерживает масса, а не игрок."}},
"world":{"width":2300,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2070,"y":770,"width":86,"height":110},
"collectible":{"x":1580,"y":790,"width":58,"height":58},
"targets":{"deaths":0,"seconds":45},
"objects":[{"type":"COUNTERWEIGHT","box":{"x":650,"y":780,"width":90,"height":100},"mass":3}],
"platforms":[{"box":{"x":0,"y":880,"width":2300,"height":200}}],
"hazards":[],
"switches":[{"type":"PRESSURE","box":{"x":940,"y":860,"width":250,"height":20},"signalId":"mass-door","durationSeconds":0,"requiredMass":3}],
"doors":[{"box":{"x":1370,"y":560,"width":84,"height":320},"requiredSignals":["mass-door"]}]
}
@@ -0,0 +1,19 @@
{
"formatVersion":1,"physicsVersion":1,"number":32,
"id":"physics.stack-order","worldId":"physics",
"copy":{"en":{"title":"Stack Order","hint":"Climb the supported object staircase in order, then jump onto the high gallery."},"ru":{"title":"Порядок стопки","hint":"Поднимитесь по опирающимся друг на друга объектам и прыгните на высокую галерею."}},
"world":{"width":2500,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2260,"y":490,"width":86,"height":110},
"collectible":{"x":900,"y":555,"width":58,"height":58},
"targets":{"deaths":0,"seconds":50},
"objects":[
{"type":"BOX","box":{"x":650,"y":800,"width":160,"height":80},"mass":1},
{"type":"ROCK","box":{"x":700,"y":720,"width":140,"height":80},"mass":2},
{"type":"ICE_BLOCK","box":{"x":760,"y":640,"width":120,"height":80},"mass":2}
],
"platforms":[
{"box":{"x":0,"y":880,"width":1080,"height":200}},
{"box":{"x":1030,"y":600,"width":1470,"height":480}}
],
"hazards":[],"switches":[],"doors":[]
}
@@ -0,0 +1,18 @@
{
"formatVersion":1,"physicsVersion":1,"number":33,
"id":"physics.launch-window","worldId":"physics",
"copy":{"en":{"title":"Launch Window","hint":"Read the saw launch once, clear the delivered body, then board the moving bridge at its near edge."},"ru":{"title":"Окно запуска","hint":"Один раз изучите бросок пилы, перепрыгните доставленное тело и садитесь на мост у ближнего края."}},
"world":{"width":2900,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2660,"y":390,"width":86,"height":110},
"collectible":{"x":2050,"y":410,"width":58,"height":58},
"targets":{"deaths":1,"seconds":55},
"platforms":[
{"box":{"x":0,"y":880,"width":2900,"height":200}},
{"box":{"x":1750,"y":500,"width":1150,"height":34}},
{"box":{"x":1350,"y":790,"width":300,"height":34},"travelX":0,"travelY":-390,"periodSeconds":5.0}
],
"hazards":[
{"type":"SAW","box":{"x":600,"y":760,"width":96,"height":96},"impulseX":700,"impulseY":-420}
],
"switches":[],"doors":[]
}
@@ -0,0 +1,15 @@
{
"formatVersion":1,"physicsVersion":1,"number":34,
"id":"physics.crusher-rhythm","worldId":"physics",
"copy":{"en":{"title":"Press Cycle","hint":"Leave one low body on the plate, read the press cycle, and cross during its full rest."},"ru":{"title":"Цикл пресса","hint":"Оставьте одно низкое тело на плите, прочитайте цикл пресса и пройдите в полный покой."}},
"world":{"width":2450,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2210,"y":770,"width":86,"height":110},
"collectible":{"x":1320,"y":790,"width":58,"height":58},
"targets":{"deaths":1,"seconds":55},
"platforms":[{"box":{"x":0,"y":880,"width":2450,"height":200}}],
"hazards":[{"type":"CRUSHER","box":{"x":680,"y":690,"width":170,"height":190},
"impulseX":40,"impulseY":100,"cycleSeconds":4.5,"activeSeconds":2.4,
"speedX":0,"speedY":0,"visualStyle":"steel-press","audioCue":"crusher-impact"}],
"switches":[{"type":"PRESSURE","box":{"x":650,"y":860,"width":230,"height":20},"signalId":"pressed-mass","durationSeconds":0,"requiredMass":1}],
"doors":[]
}
@@ -85,7 +85,7 @@ public final class LevelContentToolTest {
assertEquals(0, exitCode);
assertEquals("Validated production content matrix: worlds=4; planned=52; "
+ "authored=13; releaseTotal=69\n",
+ "authored=17; releaseTotal=69\n",
output.toString(StandardCharsets.UTF_8));
assertEquals("", errors.toString(StandardCharsets.UTF_8));
}