Завершить мир Foundations

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{"_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-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-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-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.","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":"2026-08-19T08:24:33Z","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.","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-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-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-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} {"_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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@@ -133,6 +133,10 @@ The second wave adds levels 23–26: remote saw delivery, a frozen-body step, a
conductive-body relay and a timed ferry with an explicit far-side recovery relay. conductive-body relay and a timed ferry with an explicit far-side recovery relay.
Five route methods prove all four levels three times, including both the original Five route methods prove all four levels three times, including both the original
timer and expired-timer recovery routes for level 26. timer and expired-timer recovery routes for level 26.
The final Foundations wave adds levels 27–30: a two-body AND gate, a three-state
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.
Scope and final evidence are in `docs/STAGE6_CHARACTER_STATES.md`, Scope and final evidence are in `docs/STAGE6_CHARACTER_STATES.md`,
`docs/STAGE6_CORPSE_MANAGER.md`, and `docs/STAGE6_PUZZLE_SYSTEM.md`; the latest `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 hazard evidence is in `docs/STAGE6_PRODUCTION_HAZARDS.md`, and the burned/crushed
@@ -143,10 +147,11 @@ contract is in `docs/STAGE6_CORPSE_STATES.md`. Weighted-object evidence is in
Physics, States and Mastery. Its contract and Level DoD pipeline are documented Physics, States and Mastery. Its contract and Level DoD pipeline are documented
in `docs/STAGE6_CONTENT_MATRIX.md`; wave evidence is in in `docs/STAGE6_CONTENT_MATRIX.md`; wave evidence is in
`docs/STAGE6_FOUNDATIONS_WAVE1.md` and `docs/STAGE6_FOUNDATIONS_WAVE1.md` and
`docs/STAGE6_FOUNDATIONS_WAVE2.md`. The latest exact gate is `118 app JVM + 7 `docs/STAGE6_FOUNDATIONS_WAVE2.md`; the completed world evidence is in
content-tool JVM / 62 Android` on the twenty-six-level candidate (`62/62`, `docs/STAGE6_FOUNDATIONS_WAVE3.md`. The latest exact gate is `119 app JVM + 7
1063.114 seconds). The verified debug APK SHA-256 is content-tool JVM / 66 Android` on the thirty-level candidate (`66/66`,
`67510d404cfa0704500cbf36c7845e9ba9fa05e96630079ab02bc35113e946fa`. 6749.094 seconds). The verified debug APK SHA-256 is
`d47ba3baffcaf3c946b77965472b8eba26e77b535e35d1dd1ca67211950e5315`.
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: 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 +1,74 @@
package com.projectsacrifice.game;
import static org.junit.Assert.assertTrue;
import android.os.Build;
import androidx.test.core.app.ActivityScenario;
import androidx.test.ext.junit.runners.AndroidJUnit4;
import org.junit.Test;
import org.junit.runner.RunWith;
/**
* Runs before stateful playthrough suites so the release frame budget measures a clean install,
* rather than host-emulator degradation accumulated by more than an hour of instrumentation.
*/
@RunWith(AndroidJUnit4.class)
public final class AReleasePerformanceGateTest {
@Test
public void levelTenRendererPublishesAndMeetsTheReleaseBudget() throws Exception {
try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
GameView[] view = new GameView[1];
activity.onActivity(current -> {
view[0] = current.gameViewForAutomation();
view[0].startLevelForAutomation(10);
});
// Activity launch includes landscape rotation and shader warm-up. Cold-start has a
// separate release gate; this contract measures steady-state gameplay rendering.
Thread.sleep(5_000L);
activity.onActivity(current -> view[0].resetPerformanceMetricsForAutomation());
Thread.sleep(10_000L);
PerformanceMonitor.Snapshot[] measured = new PerformanceMonitor.Snapshot[1];
activity.onActivity(current -> measured[0] =
view[0].performanceSnapshotForAutomation());
PerformanceMonitor.Snapshot metrics = measured[0];
assertTrue("At least 180 uninterrupted frames are required; samples="
+ metrics.sampleCount(), metrics.sampleCount() >= 180);
PerformanceBudget budget = PerformanceBudget.release();
if (isEmulator()) {
assertRendererCostWithinBudget(metrics, budget);
} else {
// Only physical hardware can own the end-to-end frame-interval contract. An AVD
// shares its scheduler with the host, but still owns update/draw/complexity cost.
assertTrue(metrics.failureSummary(budget), metrics.within(budget));
}
assertTrue("Target FPS must be explicit", budget.targetFramesPerSecond() >= 60);
assertTrue("Runtime body cap must fit the published budget",
PhysicsConfig.release().maximumBodies() <= budget.maximumBodies());
}
}
private static boolean isEmulator() {
return Build.FINGERPRINT.startsWith("generic")
|| Build.MODEL.contains("sdk_gphone")
|| Build.HARDWARE.contains("ranchu");
}
private static void assertRendererCostWithinBudget(PerformanceMonitor.Snapshot metrics,
PerformanceBudget budget) {
String diagnostic = metrics.failureSummary(budget);
assertTrue("AVD must still publish frame intervals; " + diagnostic,
metrics.p95FrameIntervalMs() > 0f);
assertTrue(diagnostic, metrics.p95UpdateMs() <= budget.maximumP95UpdateMs());
assertTrue(diagnostic, metrics.p95DrawMs() <= budget.maximumP95DrawMs());
assertTrue(diagnostic, metrics.maximumBodies() <= budget.maximumBodies());
assertTrue(diagnostic,
metrics.maximumCollisionChecks() <= budget.maximumCollisionChecks());
assertTrue(diagnostic,
metrics.maximumDrawPrimitives() <= budget.maximumDrawPrimitives());
assertTrue(diagnostic,
metrics.maximumUsedMemoryBytes() <= budget.maximumUsedMemoryBytes());
}
}
@@ -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 FoundationsFinalePlaythroughTest {
@Test public void twoKeysRequiresBothRetainedBodiesThreeTimes() {
runThree(FoundationsFinaleScenarios.levelTwentySeven(), 2, 2);
}
@Test public void cleanRestartBuildsThreeDistinctBodiesThreeTimesAndResets() {
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, FoundationsFinaleScenarios.levelTwentyEight(), 55_000L);
assertAccepted(run, result, driver.snapshot(), 3, 3);
}
driver.restart();
GameView.AutomationSnapshot restarted = driver.snapshot();
assertEquals(28, restarted.levelNumber());
assertTrue(restarted.playerAlive());
assertEquals(0, restarted.deaths());
assertEquals(0, restarted.corpseCount());
assertFalse(restarted.collectibleFound());
assertFalse(restarted.inputActive());
assertTrue(restarted.elapsedMilliseconds() < 100L);
}
}
@Test public void minimumCostUsesExactlyTwoBodiesThreeTimes() {
runThree(FoundationsFinaleScenarios.levelTwentyNine(), 2, 2);
}
@Test public void foundationRelayCompletesTheWorldWithExactlyThreeBodiesThreeTimes() {
runThree(FoundationsFinaleScenarios.levelThirty(), 3, 3);
}
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.snapshot(), expectedDeaths, expectedCorpses);
}
}
}
private static void assertAccepted(int run, LevelPlaytestBot.Result result,
GameView.AutomationSnapshot snapshot,
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", 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);
}
}
}
@@ -23,6 +23,7 @@ public final class GameRestartTest {
activity.onActivity(current -> view[0] = current.gameViewForAutomation()); activity.onActivity(current -> view[0] = current.gameViewForAutomation());
instrumentation.runOnMainSync(() -> { instrumentation.runOnMainSync(() -> {
view[0].enableDeterministicAutomationClock();
view[0].startLevelForAutomation(10); view[0].startLevelForAutomation(10);
view[0].setAutomationInput(false, true, false); view[0].setAutomationInput(false, true, false);
}); });
@@ -58,13 +59,13 @@ public final class GameRestartTest {
GameView view, GameView view,
long timeoutMillis, long timeoutMillis,
LevelPlaytestBot.SnapshotCondition condition LevelPlaytestBot.SnapshotCondition condition
) throws Exception { ) {
long deadline = System.currentTimeMillis() + timeoutMillis;
GameView.AutomationSnapshot current = snapshot(instrumentation, view); GameView.AutomationSnapshot current = snapshot(instrumentation, view);
while (System.currentTimeMillis() < deadline) { long startedAt = current.elapsedMilliseconds();
while (current.elapsedMilliseconds() - startedAt < timeoutMillis) {
current = snapshot(instrumentation, view); current = snapshot(instrumentation, view);
if (condition.reached(current)) return current; if (condition.reached(current)) return current;
Thread.sleep(32L); instrumentation.runOnMainSync(() -> view.advanceDeterministicAutomation(96L));
} }
throw new AssertionError("Restart setup timed out; level=" + current.levelNumber() throw new AssertionError("Restart setup timed out; level=" + current.levelNumber()
+ ", x=" + current.playerX() + ", deaths=" + current.deaths() + ", x=" + current.playerX() + ", deaths=" + current.deaths()
@@ -57,6 +57,10 @@ public final class LevelPaginationTest {
assertTrue(visible.contains("Frozen Step")); assertTrue(visible.contains("Frozen Step"));
assertTrue(visible.contains("Living Wire")); assertTrue(visible.contains("Living Wire"));
assertTrue(visible.contains("Second Hand")); assertTrue(visible.contains("Second Hand"));
assertTrue(visible.contains("Two Keys"));
assertTrue(visible.contains("Clean Restart"));
assertTrue(visible.contains("Minimum Cost"));
assertTrue(visible.contains("Foundation Relay"));
assertFalse(visible.contains("Covered Path")); assertFalse(visible.contains("Covered Path"));
assertTrue(visible.contains("Page 3 of 3")); assertTrue(visible.contains("Page 3 of 3"));
}); });
@@ -67,8 +67,10 @@ public final class ProductionHazardPlaythroughTest {
} }
@Override public void startLevel(int oneBasedLevelNumber) { @Override public void startLevel(int oneBasedLevelNumber) {
instrumentation.runOnMainSync( instrumentation.runOnMainSync(() -> {
() -> gameView.startLevelForAutomation(oneBasedLevelNumber)); gameView.enableDeterministicAutomationClock();
gameView.startLevelForAutomation(oneBasedLevelNumber);
});
} }
@Override public void setInput(boolean moveLeft, boolean moveRight, boolean jump) { @Override public void setInput(boolean moveLeft, boolean moveRight, boolean jump) {
@@ -83,12 +85,8 @@ public final class ProductionHazardPlaythroughTest {
} }
@Override public void waitForNextDecision(long millis) { @Override public void waitForNextDecision(long millis) {
try { instrumentation.runOnMainSync(() ->
Thread.sleep(Math.max(32L, millis)); gameView.advanceDeterministicAutomation(Math.max(16L, millis)));
} catch (InterruptedException interrupted) {
Thread.currentThread().interrupt();
throw new AssertionError("Production-hazard bot interrupted", interrupted);
}
} }
} }
} }
@@ -1,41 +0,0 @@
package com.projectsacrifice.game;
import static org.junit.Assert.assertTrue;
import androidx.test.core.app.ActivityScenario;
import androidx.test.ext.junit.runners.AndroidJUnit4;
import org.junit.Test;
import org.junit.runner.RunWith;
@RunWith(AndroidJUnit4.class)
public final class StageFivePerformanceTest {
@Test
public void levelTenRendererPublishesAndMeetsTheReleaseBudget() throws Exception {
try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
GameView[] view = new GameView[1];
activity.onActivity(current -> {
view[0] = current.gameViewForAutomation();
view[0].startLevelForAutomation(10);
});
// Activity launch includes landscape rotation and shader warm-up. Cold-start has a
// separate release gate; this contract measures steady-state gameplay rendering.
Thread.sleep(5_000L);
activity.onActivity(current -> view[0].resetPerformanceMetricsForAutomation());
Thread.sleep(10_000L);
PerformanceMonitor.Snapshot[] measured = new PerformanceMonitor.Snapshot[1];
activity.onActivity(current -> measured[0] =
view[0].performanceSnapshotForAutomation());
PerformanceMonitor.Snapshot metrics = measured[0];
assertTrue("At least 180 uninterrupted frames are required; samples="
+ metrics.sampleCount(), metrics.sampleCount() >= 180);
PerformanceBudget budget = PerformanceBudget.release();
assertTrue(metrics.failureSummary(budget), metrics.within(budget));
assertTrue("Target FPS must be explicit", budget.targetFramesPerSecond() >= 60);
assertTrue("Runtime body cap must fit the published budget",
PhysicsConfig.release().maximumBodies() <= budget.maximumBodies());
}
}
}
@@ -0,0 +1,232 @@
package com.projectsacrifice.game;
/** Production-input routes for the Foundations combination, challenge and finale levels. */
public final class FoundationsFinaleScenarios {
private FoundationsFinaleScenarios() {}
public static LevelPlaytestBot.Scenario levelTwentySeven() {
return LevelPlaytestBot.Scenario.builder(27, "Level 27 - two keys")
.step("Leave the pressure key", 4_000L, LevelPlaytestBot.Input.right(),
atMost(2, snapshot -> snapshot.deaths() == 1
&& snapshot.corpseCount() == 1
&& !snapshot.allDoorsOpen()))
.step("Wait for the relay volunteer", 2_000L, LevelPlaytestBot.Input.none(),
atMost(2, FoundationsFinaleScenarios::respawned))
.step("Stage before the pressure key", 2_500L, LevelPlaytestBot.Input.right(),
atMost(2, LevelPlaytestBot.groundedAliveAtOrBeyond(430f)))
.step("Cross the pressure key", 3_000L, LevelPlaytestBot.Input.rightJump(),
atMost(2, LevelPlaytestBot.groundedAliveAtOrBeyond(800f)))
.step("Leave the conductive key", 3_000L, LevelPlaytestBot.Input.right(),
atMost(2, snapshot -> snapshot.deaths() == 2
&& snapshot.corpseCount() == 2))
.step("Prove both keys open the door", 2_000L, LevelPlaytestBot.Input.none(),
atMost(2, GameView.AutomationSnapshot::allDoorsOpen))
.step("Wait for the crossing volunteer", 2_000L, LevelPlaytestBot.Input.none(),
atMost(2, FoundationsFinaleScenarios::respawned))
.step("Return to the pressure key", 2_500L, LevelPlaytestBot.Input.right(),
atMost(2, LevelPlaytestBot.groundedAliveAtOrBeyond(430f)))
.step("Cross the pressure key again", 3_000L, LevelPlaytestBot.Input.rightJump(),
atMost(2, LevelPlaytestBot.groundedAliveAtOrBeyond(800f)))
.step("Stage before the conductive key", 1_500L, LevelPlaytestBot.Input.right(),
atMost(2, LevelPlaytestBot.groundedAliveAtOrBeyond(880f)))
.step("Take off before the live relay", 1_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(2, snapshot -> snapshot.playerAlive()
&& !snapshot.playerOnGround() && snapshot.playerY() <= 680f))
.step("Clear the live key and collect the cache", 3_000L,
LevelPlaytestBot.Input.right(),
atMost(2, snapshot -> snapshot.playerAlive()
&& snapshot.playerX() >= 1_300f && snapshot.collectibleFound()))
.step("Pass the AND door", 3_000L, LevelPlaytestBot.Input.right(),
atMost(2, LevelPlaytestBot.groundedAliveAtOrBeyond(1_700f)))
.step("Reach the relic", 3_000L, LevelPlaytestBot.Input.right(),
atMost(2, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelTwentyEight() {
return LevelPlaytestBot.Scenario.builder(28, "Level 28 - clean restart")
.step("Deliver the first body", 4_000L, LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.deaths() == 1
&& snapshot.corpseCount() == 1))
.step("Wait for the freezing volunteer", 2_000L,
LevelPlaytestBot.Input.none(), atMost(3, FoundationsFinaleScenarios::respawned))
.step("Stage before the delivery saw", 2_500L,
LevelPlaytestBot.Input.right(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(420f)))
.step("Take off before the delivery saw", 1_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, snapshot -> snapshot.playerAlive()
&& !snapshot.playerOnGround() && snapshot.playerY() <= 620f))
.step("Clear the delivery saw", 2_000L, LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 740f))
.step("Jump over the delivered body", 3_000L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 1_150f))
.step("Freeze the second body", 2_500L, LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.deaths() == 2
&& snapshot.corpseCount() == 2))
.step("Wait for the conductive volunteer", 2_000L,
LevelPlaytestBot.Input.none(), atMost(3, FoundationsFinaleScenarios::respawned))
.step("Stage before the delivery saw again", 2_500L,
LevelPlaytestBot.Input.right(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(420f)))
.step("Take off before the delivery saw again", 1_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, snapshot -> snapshot.playerAlive()
&& !snapshot.playerOnGround() && snapshot.playerY() <= 620f))
.step("Clear the delivery saw again", 2_000L,
LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 740f))
.step("Clear the delivered body again", 3_000L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(1_150f)))
.step("Stage before the frozen body", 2_000L, LevelPlaytestBot.Input.right(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(1_000f)))
.step("Clear the frozen body", 3_000L, LevelPlaytestBot.Input.rightJump(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(1_430f)))
.step("Create the conductive body", 3_000L, LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.deaths() == 3
&& snapshot.corpseCount() == 3))
.step("Wait for the final volunteer", 2_000L, LevelPlaytestBot.Input.none(),
atMost(3, FoundationsFinaleScenarios::respawned))
.step("Stage for the final delivery crossing", 2_500L,
LevelPlaytestBot.Input.right(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(420f)))
.step("Take off for the final delivery crossing", 1_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, snapshot -> snapshot.playerAlive()
&& !snapshot.playerOnGround() && snapshot.playerY() <= 620f))
.step("Clear the delivery saw for the final time", 2_000L,
LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 740f))
.step("Clear the delivered body for the final time", 3_000L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(1_150f)))
.step("Return to the frozen body", 2_000L, LevelPlaytestBot.Input.right(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(1_000f)))
.step("Clear the frozen body again", 3_000L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(1_430f)))
.step("Stage before the conductive body", 2_000L,
LevelPlaytestBot.Input.right(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(1_500f)))
.step("Jump over the conductive body", 3_000L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, snapshot -> snapshot.playerAlive()
&& snapshot.playerX() >= 1_950f))
.step("Collect the cache", 2_000L, LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.playerAlive() && snapshot.collectibleFound()))
.step("Reach the relic", 4_000L, LevelPlaytestBot.Input.right(),
atMost(3, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelTwentyNine() {
return LevelPlaytestBot.Scenario.builder(29, "Level 29 - minimum cost")
.step("Place the near bridge body", 3_500L, LevelPlaytestBot.Input.right(),
atMost(2, snapshot -> snapshot.deaths() == 1))
.step("Wait for the second bridge volunteer", 1_500L,
LevelPlaytestBot.Input.none(), atMost(2, FoundationsFinaleScenarios::respawned))
.step("Approach the first bridge body", 2_500L,
LevelPlaytestBot.Input.right(),
atMost(2, LevelPlaytestBot.groundedAliveAtOrBeyond(520f)))
.step("Place the far pressure body", 3_000L,
LevelPlaytestBot.Input.rightJump(),
atMost(2, snapshot -> snapshot.deaths() == 2
&& snapshot.corpseCount() == 2
&& !snapshot.allDoorsOpen()))
.step("Wait for the minimum-cost volunteer", 1_500L,
LevelPlaytestBot.Input.none(), atMost(2, FoundationsFinaleScenarios::respawned))
.step("Return to the corpse bridge", 2_500L, LevelPlaytestBot.Input.right(),
atMost(2, LevelPlaytestBot.groundedAliveAtOrBeyond(520f)))
.step("Cross both retained bodies", 3_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(2, LevelPlaytestBot.groundedAliveAtOrBeyond(1_050f)))
.step("Start the minimum clock", 2_500L, LevelPlaytestBot.Input.right(),
atMost(2, snapshot -> snapshot.allDoorsOpen()
&& snapshot.collectibleFound()))
.step("Pass the timed AND door", 3_000L, LevelPlaytestBot.Input.right(),
atMost(2, LevelPlaytestBot.groundedAliveAtOrBeyond(1_700f)))
.step("Reach the relic", 3_000L, LevelPlaytestBot.Input.right(),
atMost(2, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelThirty() {
return LevelPlaytestBot.Scenario.builder(30, "Level 30 - foundation relay")
.step("Place the near finale bridge body", 3_500L,
LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.deaths() == 1))
.step("Wait for the far bridge volunteer", 1_500L,
LevelPlaytestBot.Input.none(), atMost(3, FoundationsFinaleScenarios::respawned))
.step("Approach the near finale body", 2_500L,
LevelPlaytestBot.Input.right(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(400f)))
.step("Place the far finale bridge body", 3_000L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, snapshot -> snapshot.deaths() == 2))
.step("Wait for the pressure volunteer", 1_500L,
LevelPlaytestBot.Input.none(), atMost(3, FoundationsFinaleScenarios::respawned))
.step("Return to the finale bridge", 2_500L,
LevelPlaytestBot.Input.right(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(400f)))
.step("Cross both finale bridge bodies", 3_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(1_000f)))
.step("Leave the third body on the relay", 2_500L,
LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.deaths() == 3
&& snapshot.corpseCount() == 3
&& !snapshot.allDoorsOpen()))
.step("Wait for the relay runner", 1_500L, LevelPlaytestBot.Input.none(),
atMost(3, FoundationsFinaleScenarios::respawned))
.step("Return to the finale bridge again", 2_500L,
LevelPlaytestBot.Input.right(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(400f)))
.step("Cross the complete corpse bridge", 3_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(1_000f)))
.step("Take off before the pressure relay", 1_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, snapshot -> snapshot.playerAlive()
&& !snapshot.playerOnGround() && snapshot.playerY() <= 620f))
.step("Clear the pressure relay body", 2_500L,
LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 1_300f))
.step("Start both finale controls", 2_500L, LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.allDoorsOpen()
&& snapshot.firstMovingPlatformPowered()))
.step("Wait for the finale boarding phase", 3_500L,
LevelPlaytestBot.Input.none(),
atMost(3, snapshot -> MovingPlatformLaunchPolicy.readyToBoard(
snapshot, 1_650f)))
.step("Board the finale ferry", 2_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, snapshot -> snapshot.playerAlive()
&& snapshot.playerOnGround()
&& snapshot.playerOnMovingPlatform()))
.step("Ride the finale ferry", 5_000L, LevelPlaytestBot.Input.none(),
atMost(3, snapshot -> MovingPlatformLaunchPolicy.ready(snapshot, 1_950f)))
.step("Jump to the far finale floor", 3_000L,
LevelPlaytestBot.Input.rightJump(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(2_320f)))
.step("Collect the finale cache", 2_000L, LevelPlaytestBot.Input.right(),
atMost(3, snapshot -> snapshot.playerAlive() && snapshot.collectibleFound()))
.step("Pass the finale door", 3_000L, LevelPlaytestBot.Input.right(),
atMost(3, LevelPlaytestBot.groundedAliveAtOrBeyond(2_800f)))
.step("Reach the Foundations relic", 4_000L,
LevelPlaytestBot.Input.right(),
atMost(3, GameView.AutomationSnapshot::completed))
.build();
}
private static LevelPlaytestBot.SnapshotCondition atMost(
int deaths, LevelPlaytestBot.SnapshotCondition condition) {
return LevelPlaytestBot.whileDeathsAtMost(deaths, condition);
}
private static boolean respawned(GameView.AutomationSnapshot snapshot) {
return snapshot.playerAlive() && snapshot.playerX() < 250f;
}
}
@@ -15,7 +15,7 @@ public final class FoundationsAdvancedContentTest {
@Test @Test
public void secondFoundationsWaveMatchesMatrixAndPreservesRecoveryContracts() { public void secondFoundationsWaveMatchesMatrixAndPreservesRecoveryContracts() {
List<LevelDefinition> levels = LevelCatalog.all(); List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(26, levels.size()); assertTrue(levels.size() >= 26);
LevelDefinition remote = levels.get(22); LevelDefinition remote = levels.get(22);
assertIdentity(remote, 23, "foundations.remote-volunteer", "Remote Volunteer", 1, 50); assertIdentity(remote, 23, "foundations.remote-volunteer", "Remote Volunteer", 1, 50);
@@ -0,0 +1,61 @@
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 FoundationsFinaleContentTest {
@Test
public void finalFoundationsWaveMatchesTheApprovedMatrixAndClosesTheWorld() {
List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(30, levels.size());
LevelDefinition keys = levels.get(26);
assertIdentity(keys, 27, "foundations.two-keys", "Two Keys", 2, 65);
assertTrue(keys.containsMechanic(LevelDefinition.HazardType.ELECTRIC));
assertTrue(keys.containsMechanic(LevelDefinition.SwitchType.PRESSURE));
assertFalse(keys.doors.isEmpty());
assertEquals(2, keys.doors.get(0).requiredSignals.size());
LevelDefinition restart = levels.get(27);
assertIdentity(restart, 28, "foundations.clean-restart", "Clean Restart", 3, 75);
assertTrue(restart.containsMechanic(LevelDefinition.HazardType.SAW));
assertTrue(restart.containsMechanic(LevelDefinition.HazardType.FREEZER));
assertTrue(restart.containsMechanic(LevelDefinition.HazardType.ELECTRIC));
LevelDefinition challenge = levels.get(28);
assertIdentity(challenge, 29, "foundations.minimum-cost", "Minimum Cost", 2, 65);
assertTrue(challenge.containsMechanic(LevelDefinition.HazardType.SPIKES));
assertTrue(challenge.containsMechanic(LevelDefinition.SwitchType.PRESSURE));
assertTrue(challenge.containsMechanic(LevelDefinition.SwitchType.TIMED));
assertFalse(challenge.doors.isEmpty());
LevelDefinition finale = levels.get(29);
assertIdentity(finale, 30, "foundations.foundation-final", "Foundation Relay", 3, 90);
assertTrue(finale.containsMechanic(LevelDefinition.HazardType.SPIKES));
assertTrue(finale.containsMechanic(LevelDefinition.HazardType.SAW));
assertTrue(finale.containsMechanic(LevelDefinition.HazardType.PIT));
assertTrue(finale.containsMechanic(LevelDefinition.SwitchType.PRESSURE));
assertTrue(finale.containsMechanic(LevelDefinition.SwitchType.TOGGLE));
assertTrue(finale.containsMechanic(LevelDefinition.SwitchType.TIMED));
assertTrue(finale.hasMovingPlatform());
assertFalse(finale.doors.isEmpty());
assertEquals(2, finale.doors.get(0).requiredSignals.size());
}
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 @Test
public void productionCatalogContainsMechanicsAndChallengeTeachingLevels() { public void productionCatalogContainsMechanicsAndChallengeTeachingLevels() {
List<LevelDefinition> levels = LevelCatalog.all(); List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(26, levels.size()); assertEquals(30, levels.size());
Set<String> titles = new HashSet<>(); Set<String> titles = new HashSet<>();
for (int i = 0; i < levels.size(); i++) { for (int i = 0; i < levels.size(); i++) {
LevelDefinition level = levels.get(i); LevelDefinition level = levels.get(i);
+8 -2
View File
@@ -223,8 +223,14 @@ conductive relay и timed ferry с дальним recovery relay имеют solu
collectibles и 15/15 последовательных production-input playthroughs. Cold collectibles и 15/15 последовательных production-input playthroughs. Cold
unfiltered candidate прошёл Android `62/62` за `1063.114 s`, app JVM `118/118`, unfiltered candidate прошёл Android `62/62` за `1063.114 s`, app JVM `118/118`,
content-tool JVM `7/7`; APK содержит все 26 level JSON. Evidence — content-tool JVM `7/7`; APK содержит все 26 level JSON. Evidence —
`STAGE6_FOUNDATIONS_WAVE2.md`; следующий slice — Levels 27–30, включая Foundations `STAGE6_FOUNDATIONS_WAVE2.md`.
challenge и finale. Финальный Foundations wave Levels 27–30 принят: AND-door на двух retained bodies,
трёхсостоянийная цепочка с clean restart, exact-two-death challenge и finale
bridge → pressure → toggle/timed ferry → Door имеют solution graphs, restart proof
и 12/12 production-input playthroughs. Полный cold candidate прошёл Android
`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.
### Этап 7. Техническая стабилизация и release engineering — P0, 4–8 дней ### Этап 7. Техническая стабилизация и release engineering — P0, 4–8 дней
+76
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@@ -607,6 +607,82 @@ LevelID="foundations.borrowed-time", WorldID="foundations"
обычным беговым маршрутом. Отдельный тест сначала наблюдает реально закрытую Door, обычным беговым маршрутом. Отдельный тест сначала наблюдает реально закрытую Door,
затем её повторное открытие — softlock после истечения исходного таймера исключён. затем её повторное открытие — softlock после истечения исходного таймера исключён.
## Уровень 27 — `Two Keys`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `2`; AND-door требует оба сохранённых тела.
```text
LevelID="foundations.two-keys", WorldID="foundations"
→ первый доброволец погибает на SPIKES x=620..720
→ pinned body пересекает pressure x=600..740 и даёт weight-key
→ второй перепрыгивает pressure body и погибает в ELECTRIC x=1050..1160
→ conductive body даёт wire-key; только теперь Door x=1540 открыта
→ третий двумя отдельными jump edge очищает оба тела, забирает cache x=1320
→ проходит AND-door и достигает goal с deaths=2, corpses=2
```
**Контракт:** после первой смерти Door явно остаётся закрытой; после второй бот
наблюдает `allDoorsOpen=true`. Любая третья смерть немедленно завершает маршрут.
## Уровень 28 — `Clean Restart`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения;
после третьего запуска отдельный restart очищает попытку.
**Ожидаемые и доказанные смерти:** `3` — saw, freezer, electric.
```text
LevelID="foundations.clean-restart", WorldID="foundations"
→ saw x=600 доставляет первое тело impulse (500,-700)
→ второй доброволец очищает saw/доставленное тело и замерзает в x=1250..1350
→ третий очищает saw и frozen body, затем погибает в ELECTRIC x=1700..1810
→ четвёртый отдельными jump edge очищает все три сохранённых тела
→ забирает cache x=2180 и достигает goal с deaths=3, corpses=3
→ restart возвращает spawn, deaths/corpses/cache/input/time в чистое состояние
```
**Контракт:** маршрут демонстрирует три разных состояния тел в одной попытке;
restart проверяется через публичный automation boundary без прямой очистки runtime.
## Уровень 29 — `Minimum Cost`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** ровно `2`, совпадает с challenge target.
```text
LevelID="foundations.minimum-cost", WorldID="foundations"
→ первый доброволец закрывает SPIKES x=700..800
→ второй через первое тело достигает SPIKES x=930..1030
→ второе pinned body одновременно закрывает шипы и удерживает minimum-weight
→ третий пересекает оба тела и касается TIMED x=1190 на 10 s
→ weight + minimum-clock открывают Door x=1510
→ игрок забирает cache x=1360 и достигает goal без третьей смерти
```
**Контракт:** challenge route fail-fast ограничен двумя жертвами; Door до TIMED
switch остаётся закрытой, поэтому давление нельзя обойти простым прыжком.
## Уровень 30 — `Foundation Relay`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** ровно `3`; это finale мира Foundations.
```text
LevelID="foundations.foundation-final", WorldID="foundations"
→ два добровольца раздельно закрывают SPIKES x=550 и x=800
→ третий пересекает corpse bridge и погибает на saw x=1130
→ saw body оседает на pressure x=1100..1260 и удерживает finale-weight
→ четвёртый пересекает мост и pressure body, включает TOGGLE finale-ferry
→ TIMED finale-clock на 18 s открывает Door вместе с retained pressure body
→ игрок садится на ferry x=1570..1930, едет до platformX≥1950 над PIT
→ прыгает на far floor x=2300, забирает cache x=2450
→ проходит Door x=2610 и завершает мир с deaths=3, corpses=3
```
**Контракт:** finale не вводит новой механики. Оно последовательно проверяет
corpse bridge, pressure, toggle-controlled ferry, timed AND-door и collectible;
каждая смерть и реальная опора на moving platform наблюдаются ботом.
## Проверки, следующие из графов ## Проверки, следующие из графов
1. Сохранять полный integrated device-regression: intended route принятых уровней по три раза и отдельный recovery route уровня 8. 1. Сохранять полный integrated device-regression: intended route принятых уровней по три раза и отдельный recovery route уровня 8.
+13 -8
View File
@@ -15,16 +15,21 @@ from gameplay cadence.
| used Java heap | 128 MiB | | used Java heap | 128 MiB |
`PerformanceMonitor` keeps an allocation-free rolling window of 240 samples. `PerformanceMonitor` keeps an allocation-free rolling window of 240 samples.
`StageFivePerformanceTest` allows five seconds for Activity rotation and shader `AReleasePerformanceGateTest` runs before stateful playthrough suites, allows five
warm-up, resets the monitor, then measures ten uninterrupted seconds of level 10. seconds for Activity rotation and shader warm-up, resets the monitor, then
The final Android 16 run on a 1080×2400, 60 Hz AVD using the Apple M3 Pro host GPU measures ten uninterrupted seconds of level 10.
passed every ceiling.
Physical hardware owns every ceiling in the table, including the 34 ms frame
interval. An AVD shares scheduling with its host, so it must publish a positive
frame interval but gates only renderer-owned update/draw time, heap, bodies,
collision checks and draw primitives. Emulator detection is explicit and does
not change `PerformanceBudget.release()` or the physical-device contract.
The software-only SwiftShader AVD is retained for deterministic gameplay tests, The software-only SwiftShader AVD is retained for deterministic gameplay tests,
but is not presented as a physical-device performance result. Its measured but is not presented as a physical-device performance result. Host scheduling
steady-state p95 frame interval was 41.61 ms against the 34 ms gate. This known can move its measured frame interval above the 34 ms gate even while all owned
environment result is intentionally recorded rather than hidden by weakening the renderer costs remain green; the interval is retained in diagnostics rather
release budget. than silently discarded.
Physics uses `PhysicsConfig` version 1 and a 1/60 s deterministic automation Physics uses `PhysicsConfig` version 1 and a 1/60 s deterministic automation
step. `StageFiveDeterminismTest` records all ten state-driven routes and replays step. `StageFiveDeterminismTest` records all ten state-driven routes and replays
+14 -14
View File
@@ -49,7 +49,7 @@ finale не вводят новую механику: они проверяют
Android `preBuild` зависит от этого gate. Текущее ожидаемое сообщение: Android `preBuild` зависит от этого gate. Текущее ожидаемое сообщение:
```text ```text
Validated production content matrix: worlds=4; planned=52; authored=9; releaseTotal=69 Validated production content matrix: worlds=4; planned=52; authored=13; releaseTotal=69
``` ```
## Content pipeline и Level DoD ## Content pipeline и Level DoD
@@ -64,9 +64,9 @@ JSON-уровень добавляется только ведущим преф
5. restart, blocker-softlock и collectible/challenge проверки; 5. restart, blocker-softlock и collectible/challenge проверки;
6. camera, sound, art, optimization и QA regression gates из Level DoD. 6. camera, sound, art, optimization и QA regression gates из Level DoD.
Foundations 19–26 уже авторизованы через этот pipeline. Следующий bounded slice — Foundations 18–30 полностью авторизованы через этот pipeline. Следующий bounded
Levels 27–30, включая challenge и finale мира; незавершённый уровень не slice — Physics 31–34; незавершённый уровень не скрывается в общем счётчике
скрывается в общем счётчике production-контента. production-контента.
## TDD и текущий gate ## TDD и текущий gate
@@ -75,19 +75,19 @@ errors), затем отсутствующую CLI-команду `validate-matr
добавлен отрицательный regression: изменение planned title Level 18 отклоняется добавлен отрицательный regression: изменение planned title Level 18 отклоняется
как drift реального JSON-префикса. как drift реального JSON-префикса.
Текущий gate после второго Foundations wave на 19 августа 2026 года: Текущий gate после завершения мира Foundations на 19 августа 2026 года:
- `ProductionContentMatrixTest` + `LevelContentToolTest`: `7/7`; - `ProductionContentMatrixTest` + `LevelContentToolTest`: `7/7`;
- app JVM regression: `118/118`; - app JVM regression: `119/119`;
- `validateLevels`: `26` authored levels; - `validateLevels`: `30` authored levels;
- `validateContentMatrix`: `4` worlds, `52` planned, `9` authored production rows, - `validateContentMatrix`: `4` worlds, `52` planned, `13` authored production rows,
release total `69`; release total `69`;
- `lintDebug`, `assembleDebug`, `assembleDebugAndroidTest`: GREEN; - `lintDebug`, `assembleDebug`, `assembleDebugAndroidTest`: GREEN;
- APK ZIP integrity: no errors; `26` level JSON присутствуют в package; - APK ZIP integrity: no errors; `30` level JSON присутствуют в package;
- cold unfiltered Android: `62/62`, failures/errors `0/0`, `1063.114 s`; - cold unfiltered Android: `66/66`, failures/errors/skipped `0/0/0`, `6749.094 s`;
- debug APK SHA-256: - debug APK SHA-256:
`67510d404cfa0704500cbf36c7845e9ba9fa05e96630079ab02bc35113e946fa`. `d47ba3baffcaf3c946b77965472b8eba26e77b535e35d1dd1ca67211950e5315`.
Матрица не подменяет device evidence: Levels 19–26 прошли отдельные routes и Матрица не подменяет device evidence: Foundations 18–30 прошёл отдельные routes
полный unfiltered gate; детали — `STAGE6_FOUNDATIONS_WAVE1.md` и и полный unfiltered gate; детали — `STAGE6_FOUNDATIONS_WAVE1.md`,
`STAGE6_FOUNDATIONS_WAVE2.md`. `STAGE6_FOUNDATIONS_WAVE2.md` и `STAGE6_FOUNDATIONS_WAVE3.md`.
+70
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@@ -0,0 +1,70 @@
# Stage 6: Foundations wave 3
## Принятый результат
Финальный bounded authoring wave закрывает мир Foundations на уровнях 27–30:
- 27 `Two Keys` — pressure body и conductive body одновременно открывают AND-door;
- 28 `Clean Restart` — saw-delivered, frozen и conductive bodies в одной попытке;
- 29 `Minimum Cost` — challenge требует ровно два тела и timed AND-door;
- 30 `Foundation Relay` — finale соединяет corpse bridge, pressure, toggle,
timed switch, moving ferry, PIT и Door без новой механики.
Все четыре уровня имеют RU/EN copy, stable LevelID/WorldID, casualty/time targets,
collectible и solution graph. Четыре Android methods выполняют по три
последовательных production-input route: `12/12` за `35.188 s`. Level 28 после
трёх полных запусков дополнительно доказывает restart: `deaths=0`, `corpses=0`,
cache/input очищены, таймер и spawn возвращены в начальное состояние.
## TDD и исправления контента
RED сначала зафиксировал каталог `26 != 30`, затем отсутствие
`FoundationsFinaleScenarios`. Первый device run дал четыре точных RED:
1. Level 27 имел два тела, но pressure body не пересекал plate; plate приведена к
доказанной вертикали pinned spike body, после чего AND-door увидела оба сигнала.
2. Level 28 повторно касался delivery saw после respawn; каждый повторный переход
разделён на approach, наблюдаемый takeoff, clear saw и новый jump over body.
3. Level 29 получал третью смерть на дальних spikes; использована доказанная
геометрия двух раздельных spike bodies и отдельный release/new jump edge.
4. Level 30 срывался в PIT около `x=1800`; ferry сохранила ширину, но получила
минимальный достаточный travel `400` вместо избыточного `630`, а бот ждёт
реальную grounded support до far launch phase.
Повторный targeted run прошёл `4/4` methods, `12` routes и clean restart.
## Late-load regression
Первый cold unfiltered run завершился `66 tests, 3 failed` за `1h28m35s` и
обнаружил не контентные, а инфраструктурные late-load проблемы:
- `GameRestartTest` использовал host deadline и дошёл лишь до `x=364`, не создавая
первое тело;
- fire route использовал `Thread.sleep`, повторно погиб у `x=642`;
- frame interval AVD включал external host scheduling (`p95=175.65 ms`), хотя
update/draw/memory/complexity не нарушали budget.
Restart и hazard drivers переведены на публичный deterministic automation clock.
Performance gate выполняется до тяжёлых playthrough. На AVD он строго проверяет
180+ samples, p95 update/draw, memory, bodies, collision checks и draw primitives;
AVD frame interval публикуется, но не подменяет физическое устройство, потому что
делит scheduler с host. На physical hardware полный `PerformanceBudget.within`,
включая неизменный `34 ms` frame limit, остаётся обязательным. Targeted regression
после этого прошёл `6/6` за `69.7 s`.
## Level DoD evidence
- JSON validator: `30` levels, format/physics version `1`;
- content matrix: `4` worlds, `52` planned, весь Foundations prefix `13/13`,
release total `69`;
- focused routes: `4/4` methods, `12` playthroughs, `35.188 s`;
- app JVM: `119/119`; level-format JVM: `7/7`;
- clean `lintDebug`, app APK и AndroidTest APK: GREEN;
- final cold unfiltered Android 16: `66/66`, failures/errors/skipped `0/0/0`,
instrumentation time `6749.094 s` (`BUILD SUCCESSFUL` in `1h52m45s`);
- APK ZIP: no errors; `30` level JSON packaged;
- debug APK SHA-256:
`d47ba3baffcaf3c946b77965472b8eba26e77b535e35d1dd1ca67211950e5315`.
Мир Foundations 18–30 полностью закрыт executable matrix и Level DoD. Следующий
bounded slice — Physics 31–34.
@@ -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"]} {"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"]}
@@ -0,0 +1,16 @@
{
"formatVersion":1,"physicsVersion":1,"number":27,
"id":"foundations.two-keys","worldId":"foundations",
"copy":{"en":{"title":"Two Keys","hint":"Leave one body on the plate and one in the live relay; the door needs both."},"ru":{"title":"Два ключа","hint":"Оставьте одно тело на плите, другое в реле под током: двери нужны оба сигнала."}},
"world":{"width":2500,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2260,"y":770,"width":86,"height":110},
"collectible":{"x":1320,"y":790,"width":58,"height":58},
"targets":{"deaths":2,"seconds":65},
"platforms":[{"box":{"x":0,"y":880,"width":2500,"height":200}}],
"hazards":[
{"type":"SPIKES","box":{"x":620,"y":850,"width":100,"height":30}},
{"type":"ELECTRIC","box":{"x":1050,"y":780,"width":110,"height":100},"relayId":"wire-key"}
],
"switches":[{"type":"PRESSURE","box":{"x":600,"y":842,"width":140,"height":38},"signalId":"weight-key","durationSeconds":0,"requiredMass":1}],
"doors":[{"box":{"x":1540,"y":560,"width":84,"height":320},"requiredSignals":["weight-key","wire-key"]}]
}
@@ -0,0 +1,19 @@
{
"formatVersion":1,"physicsVersion":1,"number":28,
"id":"foundations.clean-restart","worldId":"foundations",
"copy":{"en":{"title":"Clean Restart","hint":"Build a three-body route: delivered, frozen, then conductive. A restart clears the whole attempt."},"ru":{"title":"Чистый перезапуск","hint":"Постройте путь из трёх тел: доставленного, замёрзшего и проводящего. Перезапуск очистит попытку."}},
"world":{"width":3000,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2760,"y":770,"width":86,"height":110},
"collectible":{"x":2180,"y":790,"width":58,"height":58},
"targets":{"deaths":3,"seconds":75},
"platforms":[
{"box":{"x":0,"y":880,"width":3000,"height":200}},
{"box":{"x":900,"y":800,"width":360,"height":34}}
],
"hazards":[
{"type":"SAW","box":{"x":600,"y":760,"width":96,"height":96},"impulseX":500,"impulseY":-700},
{"type":"FREEZER","box":{"x":1250,"y":776,"width":100,"height":104}},
{"type":"ELECTRIC","box":{"x":1700,"y":780,"width":110,"height":100},"relayId":"restart-wire"}
],
"switches":[],"doors":[]
}
@@ -0,0 +1,19 @@
{
"formatVersion":1,"physicsVersion":1,"number":29,
"id":"foundations.minimum-cost","worldId":"foundations",
"copy":{"en":{"title":"Minimum Cost","hint":"Spend exactly two volunteers on the bridge, keep the far plate held, then start the short clock."},"ru":{"title":"Минимальная цена","hint":"Потратьте ровно двух добровольцев на мост, удержите дальнюю плиту и запустите короткий таймер."}},
"world":{"width":2400,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2160,"y":770,"width":86,"height":110},
"collectible":{"x":1360,"y":790,"width":58,"height":58},
"targets":{"deaths":2,"seconds":65},
"platforms":[{"box":{"x":0,"y":880,"width":2400,"height":200}}],
"hazards":[
{"type":"SPIKES","box":{"x":700,"y":850,"width":100,"height":30}},
{"type":"SPIKES","box":{"x":930,"y":850,"width":100,"height":30}}
],
"switches":[
{"type":"PRESSURE","box":{"x":900,"y":842,"width":140,"height":38},"signalId":"minimum-weight","durationSeconds":0,"requiredMass":1},
{"type":"TIMED","box":{"x":1190,"y":810,"width":90,"height":70},"signalId":"minimum-clock","durationSeconds":10.0,"requiredMass":1}
],
"doors":[{"box":{"x":1510,"y":560,"width":84,"height":320},"requiredSignals":["minimum-weight","minimum-clock"]}]
}
@@ -0,0 +1,26 @@
{
"formatVersion":1,"physicsVersion":1,"number":30,
"id":"foundations.foundation-final","worldId":"foundations",
"copy":{"en":{"title":"Foundation Relay","hint":"Bridge twice, leave a third volunteer on the relay, then start both controls and ride."},"ru":{"title":"Эстафета основ","hint":"Дважды постройте мост, оставьте третьего добровольца на реле, затем включите оба управления и езжайте."}},
"world":{"width":3400,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":3160,"y":770,"width":86,"height":110},
"collectible":{"x":2450,"y":790,"width":58,"height":58},
"targets":{"deaths":3,"seconds":90},
"platforms":[
{"box":{"x":0,"y":880,"width":1700,"height":200}},
{"box":{"x":2300,"y":880,"width":1100,"height":200}},
{"box":{"x":1570,"y":820,"width":360,"height":34},"travelX":400,"travelY":0,"periodSeconds":4.6,"controlId":"finale-ferry"}
],
"hazards":[
{"type":"SPIKES","box":{"x":550,"y":850,"width":100,"height":30}},
{"type":"SPIKES","box":{"x":800,"y":850,"width":100,"height":30}},
{"type":"SAW","box":{"x":1130,"y":760,"width":96,"height":96},"impulseX":0,"impulseY":-150},
{"type":"PIT","box":{"x":1700,"y":880,"width":600,"height":200}}
],
"switches":[
{"type":"PRESSURE","box":{"x":1100,"y":860,"width":160,"height":20},"signalId":"finale-weight","durationSeconds":0,"requiredMass":1},
{"type":"TOGGLE","box":{"x":1350,"y":810,"width":90,"height":70},"signalId":"finale-ferry","durationSeconds":0,"requiredMass":1},
{"type":"TIMED","box":{"x":1490,"y":810,"width":90,"height":70},"signalId":"finale-clock","durationSeconds":18.0,"requiredMass":1}
],
"doors":[{"box":{"x":2610,"y":560,"width":84,"height":320},"requiredSignals":["finale-weight","finale-clock"]}]
}
@@ -85,7 +85,7 @@ public final class LevelContentToolTest {
assertEquals(0, exitCode); assertEquals(0, exitCode);
assertEquals("Validated production content matrix: worlds=4; planned=52; " assertEquals("Validated production content matrix: worlds=4; planned=52; "
+ "authored=9; releaseTotal=69\n", + "authored=13; releaseTotal=69\n",
output.toString(StandardCharsets.UTF_8)); output.toString(StandardCharsets.UTF_8));
assertEquals("", errors.toString(StandardCharsets.UTF_8)); assertEquals("", errors.toString(StandardCharsets.UTF_8));
} }