Добавить первую волну мира Foundations

This commit is contained in:
2026-08-19 10:51:25 +03:00
parent 4869649b47
commit b31c2ea720
18 changed files with 592 additions and 19 deletions
+1 -1
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@@ -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: claimed after challenge/progression commit 3de8d45 passed 116 app JVM + 2 content-tool JVM and cold host-GPU exact Android 52/52. Executable production matrix now fixes release at 69 levels: workshop 1-17 plus Foundations 18-30, Physics 31-43, States 44-56, Mastery 57-69; each world has 11 MAIN + 1 CHALLENGE + 1 FINALE. TDD REDs captured missing matrix contract and missing validate-matrix CLI; GREEN has 7/7 level-format + 116/116 app JVM, both validators, lintDebug, app/test APK and ZIP integrity. Android preBuild fail-closes matrix rules and authored-prefix drift; authored production prefix is Level 18 only. Next wave is Foundations 19-30 through graph/JSON/bot/DoD; issue remains in_progress.","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":"2026-08-19T06:39:18Z","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.","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":"2026-08-19T07:50:26Z","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
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@@ -125,6 +125,10 @@ Burned/crushed corpse states are taught in levels 15–16, level 17 adds five
authored physical-object types over one shared pressure-mass contract, and level
18 teaches the casualty/time/cache challenge contract with persistent three-star
progress keyed by stable `levelId`.
The first bounded Foundations authoring wave adds levels 19–22: a two-jump
movement route, a two-body spike bridge, a retained pressure-door body and a
toggle-controlled horizontal ferry. All four routes pass three consecutive runs,
and restart clears the stateful bridge/ferry setups.
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
@@ -133,10 +137,11 @@ contract is in `docs/STAGE6_CORPSE_STATES.md`. Weighted-object evidence is in
`docs/STAGE6_CHALLENGES.md`. The executable content matrix fixes the release at
69 levels: 17 accepted workshop levels plus 52 production slots in Foundations,
Physics, States and Mastery. Its contract and Level DoD pipeline are documented
in `docs/STAGE6_CONTENT_MATRIX.md`. The latest exact gate is `116 app JVM + 2
content-tool JVM / 52 Android` on the eighteen-level candidate (`OK (52 tests)`,
551.773 seconds). The verified debug APK SHA-256 is
`0b70a0a1a508425c311d7de473318e3bb83407f5f27e9dd4a8e1876b2eb25344`.
in `docs/STAGE6_CONTENT_MATRIX.md`; wave evidence is in
`docs/STAGE6_FOUNDATIONS_WAVE1.md`. The latest exact gate is `117 app JVM + 7
content-tool JVM / 57 Android` on the twenty-two-level candidate (`57/57`,
1807.264 seconds). The verified debug APK SHA-256 is
`81e50c2b3247a2bf7fad2a2efc461c1d6f19d63e1b10a958e8c1a8544adf48ef`.
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:
@@ -0,0 +1,84 @@
package com.projectsacrifice.game;
import static org.junit.Assert.assertEquals;
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 FoundationsPlaythroughTest {
@Test public void firstReturnCompletesDeathlessThreeTimes() {
runThree(FoundationsScenarios.levelNineteen(), 0, 0);
}
@Test public void coveredPathUsesExactlyTwoBodiesThreeTimes() {
runThree(FoundationsScenarios.levelTwenty(), 2, 2);
}
@Test public void heldOpenUsesExactlyOnePlateBodyThreeTimes() {
runThree(FoundationsScenarios.levelTwentyOne(), 1, 1);
}
@Test public void clockworkStepCompletesDeathlessThreeTimes() {
runThree(FoundationsScenarios.levelTwentyTwo(), 0, 0);
}
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, 30_000L);
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)));
}
}
}
@@ -0,0 +1,96 @@
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 FoundationsRestartTest {
@Test
public void restartClearsCoveredPathBodiesAndClockworkFerryState() {
try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
Instrumentation instrumentation = InstrumentationRegistry.getInstrumentation();
GameView[] target = new GameView[1];
activity.onActivity(current -> target[0] = current.gameViewForAutomation());
GameView view = target[0];
start(instrumentation, view, 20);
input(instrumentation, view, false, true, false);
GameView.AutomationSnapshot bridge = advanceUntil(instrumentation, view,
snapshot -> snapshot.deaths() == 1 && snapshot.corpseCount() == 1);
assertEquals(1, bridge.deaths());
instrumentation.runOnMainSync(() -> {
view.setAutomationInput(false, true, true);
view.restartLevelForAutomation();
});
assertCleanRestart(snapshot(instrumentation, view), 20);
start(instrumentation, view, 22);
input(instrumentation, view, false, true, false);
GameView.AutomationSnapshot ferry = advanceUntil(instrumentation, view,
GameView.AutomationSnapshot::firstMovingPlatformPowered);
assertTrue(ferry.firstMovingPlatformPowered());
instrumentation.runOnMainSync(() -> {
view.setAutomationInput(false, true, true);
view.restartLevelForAutomation();
});
GameView.AutomationSnapshot restartedFerry = snapshot(instrumentation, view);
assertCleanRestart(restartedFerry, 22);
assertFalse(restartedFerry.firstMovingPlatformPowered());
assertEquals(940f, restartedFerry.firstMovingPlatformX(), 0.5f);
}
}
private static void assertCleanRestart(GameView.AutomationSnapshot snapshot, int level) {
assertEquals(level, snapshot.levelNumber());
assertTrue(snapshot.playerAlive());
assertEquals(0, snapshot.deaths());
assertEquals(0, snapshot.corpseCount());
assertFalse(snapshot.collectibleFound());
assertFalse(snapshot.inputActive());
assertTrue(snapshot.elapsedMilliseconds() < 100L);
assertTrue(snapshot.playerX() >= 125f && snapshot.playerX() <= 135f);
}
private static void start(Instrumentation instrumentation, GameView view, int level) {
instrumentation.runOnMainSync(() -> {
view.enableDeterministicAutomationClock();
view.startLevelForAutomation(level);
});
}
private static void input(Instrumentation instrumentation, GameView view,
boolean left, boolean right, boolean jump) {
instrumentation.runOnMainSync(() -> view.setAutomationInput(left, right, jump));
}
private static GameView.AutomationSnapshot advanceUntil(
Instrumentation instrumentation, GameView view,
LevelPlaytestBot.SnapshotCondition condition) {
GameView.AutomationSnapshot current = snapshot(instrumentation, view);
for (int tick = 0; tick < 100; tick++) {
if (condition.reached(current)) return current;
instrumentation.runOnMainSync(() -> view.advanceDeterministicAutomation(96L));
current = snapshot(instrumentation, view);
}
throw new AssertionError("Foundations restart setup timed out; level="
+ current.levelNumber() + ", x=" + current.playerX()
+ ", deaths=" + current.deaths() + ", corpses=" + current.corpseCount());
}
private static GameView.AutomationSnapshot snapshot(
Instrumentation instrumentation, GameView view) {
GameView.AutomationSnapshot[] value = new GameView.AutomationSnapshot[1];
instrumentation.runOnMainSync(() -> value[0] = view.automationSnapshot());
return value[0];
}
}
@@ -24,7 +24,7 @@ public final class LevelPaginationTest {
GameView view = current.gameViewForAutomation();
view.setLanguageForAutomation(GameLanguage.EN);
assertEquals(0, view.levelPageIndexForAutomation());
assertEquals(2, view.levelPageCountForAutomation());
assertEquals(3, view.levelPageCountForAutomation());
assertTrue(view.visibleLocalizedTextForAutomation().contains("The Volunteer"));
assertFalse(view.visibleLocalizedTextForAutomation().contains("Steam Charge"));
});
@@ -39,10 +39,27 @@ public final class LevelPaginationTest {
assertTrue(visible.contains("Ashen Counterweight"));
assertTrue(visible.contains("The Whole Weight"));
assertTrue(visible.contains("Threefold Proof"));
assertTrue(visible.contains("First Return"));
assertTrue(visible.contains("Covered Path"));
assertFalse(visible.contains("Held Open"));
assertFalse(visible.contains("The Volunteer"));
assertTrue(visible.contains("Page 2 of 2"));
assertTrue(visible.contains("Page 2 of 3"));
});
tap(activity, 1_730f, 965f);
activity.onActivity(current -> {
GameView view = current.gameViewForAutomation();
List<String> visible = view.visibleLocalizedTextForAutomation();
assertEquals(2, view.levelPageIndexForAutomation());
assertTrue(visible.contains("Held Open"));
assertTrue(visible.contains("Clockwork Step"));
assertFalse(visible.contains("Covered Path"));
assertTrue(visible.contains("Page 3 of 3"));
});
tap(activity, 190f, 965f);
activity.onActivity(current ->
assertEquals(1, current.gameViewForAutomation().levelPageIndexForAutomation()));
tap(activity, 190f, 965f);
activity.onActivity(current ->
assertEquals(0, current.gameViewForAutomation().levelPageIndexForAutomation()));
@@ -0,0 +1,119 @@
package com.projectsacrifice.game;
/** Production-input intended routes for the first authored Foundations wave. */
public final class FoundationsScenarios {
private FoundationsScenarios() {}
public static LevelPlaytestBot.Scenario levelNineteen() {
return LevelPlaytestBot.Scenario.builder(19, "Level 19 - first return")
.step("Approach the lower ledge", 2_500L, LevelPlaytestBot.Input.right(),
noDeaths(LevelPlaytestBot.groundedAliveAtOrBeyond(500f)))
.step("Clear the lower ledge", 2_500L, LevelPlaytestBot.Input.rightJump(),
noDeaths(snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 920f))
.step("Release before the high ledge", 1_500L, LevelPlaytestBot.Input.right(),
noDeaths(LevelPlaytestBot.groundedAliveAtOrBeyond(980f)))
.step("Jump onto the high ledge", 2_500L, LevelPlaytestBot.Input.rightJump(),
noDeaths(snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 1_400f))
.step("Collect the cache after both jumps", 1_500L, LevelPlaytestBot.Input.right(),
noDeaths(snapshot -> snapshot.playerAlive() && snapshot.collectibleFound()))
.step("Land beyond the high ledge", 2_500L, LevelPlaytestBot.Input.right(),
noDeaths(LevelPlaytestBot.groundedAliveAtOrBeyond(1_450f)))
.step("Reach the relic", 3_000L, LevelPlaytestBot.Input.right(),
noDeaths(GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelTwenty() {
return LevelPlaytestBot.Scenario.builder(20, "Level 20 - covered path")
.step("Place the near bridge body", 3_500L, LevelPlaytestBot.Input.right(),
LevelPlaytestBot.whileDeathsAtMost(2, snapshot -> snapshot.deaths() == 1))
.step("Wait for the second volunteer", 1_500L, LevelPlaytestBot.Input.none(),
LevelPlaytestBot.whileDeathsAtMost(2, FoundationsScenarios::respawned))
.step("Approach the first bridge body", 2_500L, LevelPlaytestBot.Input.right(),
LevelPlaytestBot.whileDeathsAtMost(2,
LevelPlaytestBot.groundedAliveAtOrBeyond(520f)))
.step("Place the far bridge body", 3_000L, LevelPlaytestBot.Input.rightJump(),
LevelPlaytestBot.whileDeathsAtMost(2, snapshot -> snapshot.deaths() == 2))
.step("Wait for the crossing volunteer", 1_500L, LevelPlaytestBot.Input.none(),
LevelPlaytestBot.whileDeathsAtMost(2, FoundationsScenarios::respawned))
.step("Return to the covered path", 2_500L, LevelPlaytestBot.Input.right(),
LevelPlaytestBot.whileDeathsAtMost(2,
LevelPlaytestBot.groundedAliveAtOrBeyond(520f)))
.step("Cross both retained bodies", 3_500L, LevelPlaytestBot.Input.rightJump(),
LevelPlaytestBot.whileDeathsAtMost(2,
LevelPlaytestBot.groundedAliveAtOrBeyond(900f)))
.step("Approach the cache ledge", 2_000L, LevelPlaytestBot.Input.right(),
LevelPlaytestBot.whileDeathsAtMost(2,
LevelPlaytestBot.groundedAliveAtOrBeyond(980f)))
.step("Collect the cache", 2_500L, LevelPlaytestBot.Input.rightJump(),
LevelPlaytestBot.whileDeathsAtMost(2,
snapshot -> snapshot.playerAlive() && snapshot.collectibleFound()))
.step("Reach the relic", 4_000L, LevelPlaytestBot.Input.right(),
LevelPlaytestBot.whileDeathsAtMost(2,
GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelTwentyOne() {
return LevelPlaytestBot.Scenario.builder(21, "Level 21 - held open")
.step("Leave one volunteer on the plate", 4_000L, LevelPlaytestBot.Input.right(),
LevelPlaytestBot.whileDeathsAtMost(1, snapshot -> snapshot.deaths() == 1))
.step("Prove the body holds the door", 2_000L, LevelPlaytestBot.Input.none(),
LevelPlaytestBot.whileDeathsAtMost(1,
GameView.AutomationSnapshot::allDoorsOpen))
.step("Wait for the next volunteer", 1_500L, LevelPlaytestBot.Input.none(),
LevelPlaytestBot.whileDeathsAtMost(1, FoundationsScenarios::respawned))
.step("Stage before the saw", 2_500L, LevelPlaytestBot.Input.right(),
LevelPlaytestBot.whileDeathsAtMost(1,
LevelPlaytestBot.groundedAliveAtOrBeyond(470f)))
.step("Take off before the saw", 1_500L, LevelPlaytestBot.Input.rightJump(),
LevelPlaytestBot.whileDeathsAtMost(1, snapshot -> snapshot.playerAlive()
&& !snapshot.playerOnGround() && snapshot.playerY() <= 620f))
.step("Clear the saw and retained body", 2_500L, LevelPlaytestBot.Input.right(),
LevelPlaytestBot.whileDeathsAtMost(1,
snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 820f))
.step("Stage before the open door", 2_000L, LevelPlaytestBot.Input.right(),
LevelPlaytestBot.whileDeathsAtMost(1,
LevelPlaytestBot.groundedAliveAtOrBeyond(1_020f)))
.step("Jump through the cache", 3_000L, LevelPlaytestBot.Input.rightJump(),
LevelPlaytestBot.whileDeathsAtMost(1, snapshot -> snapshot.playerAlive()
&& snapshot.collectibleFound() && snapshot.allDoorsOpen()))
.step("Reach the relic through the held door", 4_000L,
LevelPlaytestBot.Input.right(),
LevelPlaytestBot.whileDeathsAtMost(1,
GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelTwentyTwo() {
return LevelPlaytestBot.Scenario.builder(22, "Level 22 - clockwork step")
.step("Set the ferry toggle", 2_500L, LevelPlaytestBot.Input.right(),
noDeaths(GameView.AutomationSnapshot::firstMovingPlatformPowered))
.step("Approach the ferry", 2_500L, LevelPlaytestBot.Input.right(),
noDeaths(LevelPlaytestBot.groundedAliveAtOrBeyond(850f)))
.step("Board the moving ferry", 2_000L, LevelPlaytestBot.Input.rightJump(),
noDeaths(snapshot -> snapshot.playerAlive()
&& snapshot.playerOnGround()
&& snapshot.playerOnMovingPlatform()))
.step("Ride to the far overlap and collect the cache", 5_500L,
LevelPlaytestBot.Input.none(),
noDeaths(snapshot -> snapshot.playerAlive()
&& snapshot.playerOnMovingPlatform()
&& snapshot.firstMovingPlatformX() >= 1_280f
&& snapshot.collectibleFound()))
.step("Step onto the far floor", 2_500L, LevelPlaytestBot.Input.right(),
noDeaths(LevelPlaytestBot.groundedAliveAtOrBeyond(1_650f)))
.step("Reach the relic", 3_000L, LevelPlaytestBot.Input.right(),
noDeaths(GameView.AutomationSnapshot::completed))
.build();
}
private static LevelPlaytestBot.SnapshotCondition noDeaths(
LevelPlaytestBot.SnapshotCondition condition) {
return LevelPlaytestBot.whileDeathsAtMost(0, condition);
}
private static boolean respawned(GameView.AutomationSnapshot snapshot) {
return snapshot.playerAlive() && snapshot.playerX() < 250f;
}
}
@@ -0,0 +1,56 @@
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 FoundationsContentTest {
@Test
public void firstFoundationsWaveMatchesTheApprovedMatrixAndTeachesOneIdeaAtATime() {
List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(22, levels.size());
LevelDefinition firstReturn = levels.get(18);
assertIdentity(firstReturn, 19, "foundations.first-return", "First Return", 0, 28);
assertTrue(firstReturn.hazards.isEmpty());
assertTrue(firstReturn.switches.isEmpty());
assertTrue(firstReturn.doors.isEmpty());
LevelDefinition coveredPath = levels.get(19);
assertIdentity(coveredPath, 20, "foundations.covered-path", "Covered Path", 2, 42);
assertTrue(coveredPath.containsMechanic(LevelDefinition.HazardType.SPIKES));
assertTrue(coveredPath.switches.isEmpty());
LevelDefinition heldOpen = levels.get(20);
assertIdentity(heldOpen, 21, "foundations.held-open", "Held Open", 1, 45);
assertTrue(heldOpen.containsMechanic(LevelDefinition.HazardType.SAW));
assertTrue(heldOpen.containsMechanic(LevelDefinition.SwitchType.PRESSURE));
assertFalse(heldOpen.doors.isEmpty());
assertEquals(heldOpen.switches.get(0).signalId,
heldOpen.doors.get(0).requiredSignals.get(0));
LevelDefinition clockwork = levels.get(21);
assertIdentity(clockwork, 22, "foundations.clockwork-step", "Clockwork Step", 0, 48);
assertTrue(clockwork.containsMechanic(LevelDefinition.SwitchType.TOGGLE));
assertTrue(clockwork.containsMechanic(LevelDefinition.HazardType.PIT));
assertTrue(clockwork.hasMovingPlatform());
assertFalse(clockwork.platforms.get(2).controlId.isEmpty());
assertEquals(clockwork.switches.get(0).signalId, clockwork.platforms.get(2).controlId);
}
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("foundations", level.worldId);
assertEquals(title, level.title);
assertEquals(targetDeaths, level.targetDeaths);
assertEquals(targetSeconds, level.targetSeconds);
assertNotNull(level.collectible);
}
}
@@ -15,7 +15,7 @@ public final class LevelCatalogTest {
@Test
public void productionCatalogContainsMechanicsAndChallengeTeachingLevels() {
List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(18, levels.size());
assertEquals(22, levels.size());
Set<String> titles = new HashSet<>();
for (int i = 0; i < levels.size(); i++) {
LevelDefinition level = levels.get(i);
+5
View File
@@ -213,6 +213,11 @@ Android matrix `52/52` (`551.773 s`). Evidence — `STAGE6_CHALLENGES.md`.
Каждый мир содержит 11 MAIN, один CHALLENGE и один FINALE; Gradle `preBuild`
проверяет матрицу и соответствие авторизованного JSON-префикса. Контракт —
`STAGE6_CONTENT_MATRIX.md`; следующий authoring wave — Foundations 19–30.
Первый bounded wave Levels 19–22 принят: movement/jump, два тела над раздельными
spikes, retained pressure Door и toggle ferry имеют solution graphs, collectibles,
restart proof и 12/12 production-input playthroughs. Cold unfiltered candidate
прошёл Android `57/57` за `1807.264 s`, app JVM `117/117`, content-tool JVM `7/7`.
Evidence — `STAGE6_FOUNDATIONS_WAVE1.md`; следующий slice — Levels 23–26.
### Этап 7. Техническая стабилизация и release engineering — P0, 4–8 дней
+73
View File
@@ -462,6 +462,79 @@ time runs. Legacy levels без collectible получают третью зве
`bestStars=3`; новый `ProgressStore` после трёх запусков возвращает 3 звезды для
`foundations.threefold-proof`.
## Уровень 19 — `First Return`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `0`.
```text
LevelID="foundations.first-return", WorldID="foundations"
→ игрок подходит к нижнему уступу x=650..890 и перепрыгивает его
→ отпускает jump, подтверждает новое касание пола и создаёт второй jump edge
→ вторым прыжком проходит высокий уступ x=1080..1380
→ на безопасной дальней прямой забирает collectible x=1500
→ достигает goal x=2090..2176 без смертей
```
**Контракт:** уровень повторно калибрует движение и раздельные jump edges перед
production-комбинациями. На нём нет hazard, switch или Door; failure означает
ошибку управления, а не скрытое состояние головоломки.
## Уровень 20 — `Covered Path`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `2`; оба тела сохраняются.
```text
LevelID="foundations.covered-path", WorldID="foundations"
→ первый доброволец идёт в ближние spikes x=700..800 и оставляет pinned body
→ второй прыгает с x≈520 через первое тело и погибает на spikes x=930..1030
→ третий возвращается и одним прыжком пересекает две раздельные опоры
→ отдельным jump edge входит на ledge x=1240..1520 и забирает collectible
→ достигает goal с deaths=2, corpses=2
```
**Контракт:** две раздельные spike-зоны делают обе жертвы наблюдаемыми и не
позволяют одним ранним телом случайно закрыть весь hazard. Bot fail-fast отклоняет
третью смерть; три последовательных запуска доказывают очистку старых тел.
## Уровень 21 — `Held Open`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `1`; Door остаётся открыта телом.
```text
LevelID="foundations.held-open", WorldID="foundations"
→ первый доброволец достигает saw x=650..742
→ тело оседает на pressure plate x=625..785 и активирует held-gate
→ следующий доброволец подтверждает allDoorsOpen=true
→ начинает прыжок из рассчитанного окна x≈470 и очищает saw + retained body
→ прыгает через collectible x=1160 до Door x=1260
→ проходит удерживаемую Door и достигает goal с deaths=1, corpses=1
```
**Контракт:** plate и Door используют один signal ID `held-gate`. Коллекционный
маршрут лежит внутри того же доказанного прыжка и не требует второй жертвы.
## Уровень 22 — `Clockwork Step`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `0`.
```text
LevelID="foundations.clockwork-step", WorldID="foundations"
→ игрок один раз касается toggle ferry x=760..832
→ подходит к launch overlap и прыгает на platform x=940..1260
→ snapshot подтверждает playerOnGround && playerOnMovingPlatform
→ без input едет до platformX≥1280 и по пути забирает collectible x=1435
→ сходит на дальний floor x=1600..2500, не касаясь PIT x=1100..1600
→ достигает goal без смерти
```
**Контракт:** toggle и moving platform разделяют signal `ferry`. Платформа имеет
160 px launch overlap до движения и 20 px far overlap в конечной фазе; bot ждёт
реальную поддержку, а не единичное пересечение в воздухе.
## Проверки, следующие из графов
1. Сохранять полный integrated device-regression: intended route принятых уровней по три раза и отдельный recovery route уровня 8.
+9 -9
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=1; releaseTotal=69
Validated production content matrix: worlds=4; planned=52; authored=5; releaseTotal=69
```
## Content pipeline и Level DoD
@@ -75,18 +75,18 @@ errors), затем отсутствующую CLI-команду `validate-matr
добавлен отрицательный regression: изменение planned title Level 18 отклоняется
как drift реального JSON-префикса.
Чистый gate на 19 августа 2026 года:
Текущий gate после первого Foundations wave на 19 августа 2026 года:
- `ProductionContentMatrixTest` + `LevelContentToolTest`: `7/7`;
- app JVM regression: `116/116`;
- `validateLevels`: `18` authored levels;
- `validateContentMatrix`: `4` worlds, `52` planned, `1` authored production row,
- app JVM regression: `117/117`;
- `validateLevels`: `22` authored levels;
- `validateContentMatrix`: `4` worlds, `52` planned, `5` authored production rows,
release total `69`;
- `lintDebug`, `assembleDebug`, `assembleDebugAndroidTest`: GREEN;
- APK ZIP integrity: no errors; matrix и `level-18.json` присутствуют в package;
- cold unfiltered Android: `57/57`, `1807.264 s`;
- debug APK SHA-256:
`73d9647f7d5456c79e6fcfa828e0524ccdd5cdf4777a3998c51016c38ce2652c`.
`81e50c2b3247a2bf7fad2a2efc461c1d6f19d63e1b10a958e8c1a8544adf48ef`.
Этот срез не меняет runtime, physics или geometry, поэтому device playthrough
матрица остаётся acceptance gate следующего authoring wave, а не подменяется
build-time validator тестами.
Матрица не подменяет device evidence: Levels 19–22 прошли отдельные routes,
restart DoD и полный unfiltered gate; детали — `STAGE6_FOUNDATIONS_WAVE1.md`.
+56
View File
@@ -0,0 +1,56 @@
# Stage 6: Foundations wave 1
## Принятый результат
Первый authoring wave расширяет каталог с 18 до 22 уровней и реализует четыре
последовательные строки executable content matrix:
- 19 `First Return` — два раздельных jump edge, `0` смертей;
- 20 `Covered Path` — две spike-зоны, ровно `2` тела-моста;
- 21 `Held Open` — одно тело удерживает pressure Door;
- 22 `Clockwork Step` — toggle включает горизонтальную ferry platform над PIT.
Каждый уровень имеет RU/EN copy, stable LevelID/WorldID, casualty/time targets,
collectible, solution graph и state-driven production-input route. Четыре route
methods выполняют по три последовательных запуска без teleport, прямой мутации
completion или retry masking.
## TDD и найденные ошибки
RED контракты сначала зафиксировали каталог `18 != 22` и отсутствующие четыре
`FoundationsScenarios`. Первый device run затем дал четыре независимых RED:
1. Level 19 прошёл мимо слишком высокого cache (`x=1949.1761`, deaths `0`).
Cache перенесён на безопасную дальнюю прямую после двух обязательных прыжков.
2. Level 20 одним прыжком пропускал требуемое второе тело (`deaths=1`,
firstCorpseX `641.8331`). Один широкий strip разделён на две spike-зоны.
3. Level 21 повторно касался дальнего края saw (`x=734.3325`, deaths `2`).
Takeoff зафиксирован в рассчитанном окне `x≈470`; physics/saw не менялись.
4. Level 22 терял ferry до стабильной посадки (`x=1215.3331`, deaths `1`).
Toggle перенесён к launch zone, ferry получила достаточный стартовый overlap,
а bot подтверждает `playerOnGround && playerOnMovingPlatform`.
После GREEN отдельный restart test доказал, что user restart Level 20 удаляет
тело/смерть/held input, а Level 22 сбрасывает toggle, platform motion,
collectible и input. Первый unfiltered run нашёл один acceptance drift: каталог
теперь имеет три страницы, а тест ожидал две. UI-контракт обновлён на страницы
1–3 и повторный cold run прошёл полностью.
## Level DoD evidence
- JSON validator: `22` levels, format/physics version `1`;
- content matrix: `4` worlds, `52` planned, `5` authored production rows,
release total `69`;
- focused routes: `4/4` methods, `12` playthroughs, `8.372 s`;
- focused restart: `1/1`;
- app JVM: `117/117`; level-format JVM: `7/7`;
- clean `lintDebug`, app APK и AndroidTest APK: GREEN;
- final cold unfiltered Android 16: `57/57`, failures/errors `0/0`,
instrumentation time `1807.264 s` (`BUILD SUCCESSFUL` in `30m21s`);
- APK ZIP: no errors; `22` level JSON packaged;
- debug APK SHA-256:
`81e50c2b3247a2bf7fad2a2efc461c1d6f19d63e1b10a958e8c1a8544adf48ef`.
Процедурные visual/audio cues и camera bounds используют принятый общий Canvas
pipeline; wave не меняет physics/runtime systems. Следующий bounded authoring
slice — Foundations 23–26.
@@ -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"]}
{"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"]}
@@ -0,0 +1,14 @@
{
"formatVersion":1,"physicsVersion":1,"number":19,
"id":"foundations.first-return","worldId":"foundations",
"copy":{"en":{"title":"First Return","hint":"Read the two ledges, release between jumps, and keep moving toward the relic."},"ru":{"title":"Первое возвращение","hint":"Оцените два уступа, отпускайте прыжок между ними и двигайтесь к реликвии."}},
"world":{"width":2300,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2090,"y":770,"width":86,"height":110},
"collectible":{"x":1500,"y":790,"width":58,"height":58},
"targets":{"deaths":0,"seconds":28},
"platforms":[
{"box":{"x":0,"y":880,"width":2300,"height":200}},
{"box":{"x":650,"y":760,"width":240,"height":34}},
{"box":{"x":1080,"y":690,"width":300,"height":34}}
],"hazards":[],"switches":[],"doors":[]
}
@@ -0,0 +1,18 @@
{
"formatVersion":1,"physicsVersion":1,"number":20,
"id":"foundations.covered-path","worldId":"foundations",
"copy":{"en":{"title":"Covered Path","hint":"Two volunteers can cover the spikes. Place them apart, then cross what remains."},"ru":{"title":"Накрытый путь","hint":"Два добровольца могут накрыть шипы. Разместите их раздельно и перейдите по оставшимся телам."}},
"world":{"width":2300,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2080,"y":770,"width":86,"height":110},
"collectible":{"x":1300,"y":665,"width":58,"height":58},
"targets":{"deaths":2,"seconds":42},
"platforms":[
{"box":{"x":0,"y":880,"width":2300,"height":200}},
{"box":{"x":1240,"y":740,"width":280,"height":34}}
],
"hazards":[
{"type":"SPIKES","box":{"x":700,"y":850,"width":100,"height":30}},
{"type":"SPIKES","box":{"x":930,"y":850,"width":100,"height":30}}
],
"switches":[],"doors":[]
}
@@ -0,0 +1,13 @@
{
"formatVersion":1,"physicsVersion":1,"number":21,
"id":"foundations.held-open","worldId":"foundations",
"copy":{"en":{"title":"Held Open","hint":"Let the saw leave one volunteer on the plate; the next can clear both body and door."},"ru":{"title":"Удержать открытым","hint":"Пусть пила оставит добровольца на плите; следующий перепрыгнет тело и открытую дверь."}},
"world":{"width":2350,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2140,"y":770,"width":86,"height":110},
"collectible":{"x":1160,"y":650,"width":58,"height":58},
"targets":{"deaths":1,"seconds":45},
"platforms":[{"box":{"x":0,"y":880,"width":2350,"height":200}}],
"hazards":[{"type":"SAW","box":{"x":650,"y":760,"width":92,"height":92},"impulseX":0,"impulseY":-150}],
"switches":[{"type":"PRESSURE","box":{"x":625,"y":860,"width":160,"height":20},"signalId":"held-gate","durationSeconds":0,"requiredMass":1}],
"doors":[{"box":{"x":1260,"y":570,"width":78,"height":310},"requiredSignals":["held-gate"]}]
}
@@ -0,0 +1,17 @@
{
"formatVersion":1,"physicsVersion":1,"number":22,
"id":"foundations.clockwork-step","worldId":"foundations",
"copy":{"en":{"title":"Clockwork Step","hint":"Set the brass toggle, board the ferry, and wait for its far-side overlap."},"ru":{"title":"Заводная ступень","hint":"Включите латунный рычаг, встаньте на паром и дождитесь стыковки с дальним берегом."}},
"world":{"width":2500,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2260,"y":770,"width":86,"height":110},
"collectible":{"x":1435,"y":650,"width":58,"height":58},
"targets":{"deaths":0,"seconds":48},
"platforms":[
{"box":{"x":0,"y":880,"width":1100,"height":200}},
{"box":{"x":1600,"y":880,"width":900,"height":200}},
{"box":{"x":940,"y":770,"width":320,"height":34},"travelX":360,"travelY":0,"periodSeconds":5.0,"controlId":"ferry"}
],
"hazards":[{"type":"PIT","box":{"x":1100,"y":880,"width":500,"height":200}}],
"switches":[{"type":"TOGGLE","box":{"x":760,"y":820,"width":72,"height":60},"signalId":"ferry","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=1; releaseTotal=69\n",
+ "authored=5; releaseTotal=69\n",
output.toString(StandardCharsets.UTF_8));
assertEquals("", errors.toString(StandardCharsets.UTF_8));
}