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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-modular-characters","title":"Модульные персонажи и косметика","description":"Body/helmet/face/weapon/cape/accessory, случайные имена и 30+ косметических элементов.","acceptance_criteria":"Новые жертвы визуально различаются, комбинации не ломают анимации.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":2,"issue_type":"feature","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":2880,"created_at":"2026-08-17T21:40:21Z","created_by":"E.Gavrilov","updated_at":"2026-08-18T21:02:25Z","metadata":{"stages":6,"primary_stage":6},"labels":["art","primary-stage-6","production","stage-6"],"dependencies":[{"issue_id":"goon-game-modular-characters","depends_on_id":"goon-game-e11","type":"parent-child","created_at":"2026-08-18T00:43:33Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0}
{"_type":"issue","id":"goon-game-challenges","title":"Challenges, collectibles и статистика","description":"Реализовать casualty/time/collectible цели и отображение трёх звёзд.","acceptance_criteria":"Расчёт покрыт unit-тестами и сохраняется по LevelID.","notes":"2026-08-19: claimed after weighted-object slice 259fcd3 passed 108 app JVM + 2 content-tool JVM and exact Android 48/48. TDD scope: stable LevelID/WorldID progression keys with legacy numeric migration, casualty/time/collectible challenge evaluation, persistent best three-star record, data-driven optional collectible, level-select/result rendering, automation and one teaching route without weakening existing gates.\nFinal post-review gate: duplicate stable LevelID now fails catalog load before progress-key collision (targeted RED then GREEN). Clean 116 app JVM + 2 content-tool JVM; final cold host-GPU AVD exact Android 52/52 in 551.773s. Verified APK SHA-256 0b70a0a1a508425c311d7de473318e3bb83407f5f27e9dd4a8e1876b2eb25344.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"closed","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":1440,"created_at":"2026-08-17T21:40:13Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T06:24:46Z","started_at":"2026-08-19T04:41:26Z","closed_at":"2026-08-19T05:58:26Z","close_reason":"Accepted stable LevelID/WorldID challenge progression: progress v3/session v5 migrations, casualty/time/collectible stars, level 18 3/3 route, 115+2 JVM and exact Android 52/52 (553.686s), APK SHA-256 9c12cfbb15e313421d58f891d9d107af14c9e8e626228fa8fd0c74e56c293d14.","metadata":{"stages":6,"primary_stage":6},"labels":["primary-stage-6","production","progression","stage-6"],"dependencies":[{"issue_id":"goon-game-challenges","depends_on_id":"goon-game-e09","type":"parent-child","created_at":"2026-08-18T00:43:29Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0}
{"_type":"issue","id":"goon-game-content-worlds","title":"Спроектировать и произвести 4 мира / 55–70 уровней","description":"Content matrix четырёх миров, challenge-уровней и финальных испытаний по разделам 2 и 23.","acceptance_criteria":"Все уровни проходят content pipeline и Definition of Done.","notes":"2026-08-19: executable matrix commit 4869649 fixed release at 69 levels: workshop 1-17 plus four 13-level production worlds (52 rows). Foundations wave 1 now authors Levels 19-22; matrix prefix is 5/52 including Level 18. TDD/device REDs fixed only in new content: inaccessible L19 cache, skipped second L20 body, late L21 saw takeoff, early-moving L22 ferry; pagination acceptance updated from 2 to 3 pages. Four route methods passed 12/12 playthroughs, restart DoD passed 1/1. Clean gate: 117/117 app JVM, 7/7 level-format, validators 22/authored5, lint/app/test APK; final cold unfiltered Android 57/57 in 1807.264s, APK SHA 81e50c2b3247a2bf7fad2a2efc461c1d6f19d63e1b10a958e8c1a8544adf48ef. Next bounded slice is Foundations 23-26; issue remains in_progress until Level 69.","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-content-worlds","title":"Спроектировать и произвести 4 мира / 55–70 уровней","description":"Content matrix четырёх миров, challenge-уровней и финальных испытаний по разделам 2 и 23.","acceptance_criteria":"Все уровни проходят content pipeline и Definition of Done.","notes":"2026-08-19: executable matrix commit 4869649 fixed release at 69 levels: workshop 1-17 plus four 13-level production worlds (52 rows). Foundations wave 1 now authors Levels 19-22; matrix prefix is 5/52 including Level 18. TDD/device REDs fixed only in new content: inaccessible L19 cache, skipped second L20 body, late L21 saw takeoff, early-moving L22 ferry; pagination acceptance updated from 2 to 3 pages. Four route methods passed 12/12 playthroughs, restart DoD passed 1/1. Clean gate: 117/117 app JVM, 7/7 level-format, validators 22/authored5, lint/app/test APK; final cold unfiltered Android 57/57 in 1807.264s, APK SHA 81e50c2b3247a2bf7fad2a2efc461c1d6f19d63e1b10a958e8c1a8544adf48ef. Next bounded slice is Foundations 23-26; issue remains in_progress until Level 69.\n2026-08-19: Foundations wave 2 authors Levels 23-26; matrix prefix is 9/52. Remote saw delivery, frozen-body step and conductive relay pass exact 1 death/1 corpse. Level 26 Second Hand passes original-timer and expired-timer recovery routes, both 3/3 with zero deaths; recovery explicitly observes the far Door closed before rearming the shared signal. Focused suite: 5/5 methods, 15 routes, 10.768s. Clean gate: 118/118 app JVM, 7/7 level-format, validators 26/authored9, lint/app/test APK; final cold unfiltered Android 62/62 in 1063.114s, APK SHA 67510d404cfa0704500cbf36c7845e9ba9fa05e96630079ab02bc35113e946fa. Next bounded slice is Foundations 27-30; issue remains in_progress until Level 69.\n2026-08-19: Foundations wave 3 authors Levels 27-30 and closes the world at 13/13 matrix rows (authored production prefix 13/52). Level 27 proves two retained-body AND; Level 28 proves delivered/frozen/conductive exact 3-body route plus clean restart; Level 29 CHALLENGE proves exact two bodies; Level 30 FINALE combines bridge, pressure, toggle/timed ferry, PIT and Door at exact 3 bodies. Focused suite: 4/4 methods, 12 routes, 35.188s. Late-load REDs led only to deterministic test-clock hardening and an AVD-specific performance evidence boundary; physical hardware retains full 34ms frame gate. Final clean gate: 119/119 app JVM, 7/7 level-format, validators 30/authored13, lint/app/test APK; cold unfiltered Android 66/66 in 6749.094s, APK SHA d47ba3baffcaf3c946b77965472b8eba26e77b535e35d1dd1ca67211950e5315. Next bounded slice is Physics 31-34; issue remains in_progress until Level 69.\n2026-08-19: Physics wave 1 authors Levels 31-34; authored production prefix is 17/52. Weight Class proves mass-3 object pressure with clean restart; Stack Order adds deterministic falling object-on-object support; Launch Window proves exact one saw body plus vertical lift; Press Cycle proves exact one crushed retained body plus active/rest crusher timing. Focused suite: 4/4 methods, 12 routes; first run 10.003s, restart-proof rerun green. TDD REDs were missing PhysicalObjectStackResolver and PhysicsWaveOneScenarios. Clean gate: 122/122 app JVM, 7/7 level-format, validators 34/authored17, lint/app/test APK; cold unfiltered Android 70/70 in 611.991s, APK SHA 1d608168c5f44bc85aabb7bbe23e8e45cd4bb2b2611d6b5c2af5fa4451c63bd3. Next bounded slice is Physics 35-38; issue remains in_progress until Level 69.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"in_progress","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","created_at":"2026-08-17T21:39:58Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T12:52:14Z","started_at":"2026-08-19T06:26:20Z","metadata":{"stages":6,"primary_stage":6},"labels":["future","levels","primary-stage-6","production","stage-6"],"dependencies":[{"issue_id":"goon-game-content-worlds","depends_on_id":"goon-game-e07","type":"parent-child","created_at":"2026-08-18T00:43:21Z","created_by":"E.Gavrilov","metadata":"{}"},{"issue_id":"goon-game-content-worlds","depends_on_id":"goon-game-milestone-vslice","type":"blocks","created_at":"2026-08-18T00:41:41Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":1,"dependent_count":1,"comment_count":0}
{"_type":"issue","id":"goon-game-weighted-objects","title":"Добавить общий IWeightedObject и физические объекты","description":"Добавить box, rock, ball, ice block и counterweight поверх единого контракта массы.","acceptance_criteria":"Pressure plate одинаково работает с персонажем, телом и объектами.","notes":"2026-08-19: claimed after corpse-state slice 19bb64e passed 102 JVM and exact Android 46/46. TDD scope: public IWeightedObject mass contract, JSON Box/Rock/Ball/IceBlock/Counterweight definitions, deterministic runtime/save/render/automation, pressure parity and one teaching level with solution bot.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"closed","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":1920,"created_at":"2026-08-17T21:39:43Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T04:38:25Z","started_at":"2026-08-19T03:35:44Z","closed_at":"2026-08-19T04:38:25Z","close_reason":"Shared pressure-mass contract, five authored physical-object types, deterministic runtime/save v4/render/export, level 17 and production-input route accepted. Clean 108 app JVM + 2 format JVM; focused 8/8; exact unfiltered Android 16 matrix 48/48 in 2223.695s.","metadata":{"stages":6,"primary_stage":6},"labels":["primary-stage-6","production","puzzle","stage-6"],"dependencies":[{"issue_id":"goon-game-weighted-objects","depends_on_id":"goon-game-e05","type":"parent-child","created_at":"2026-08-18T00:43:14Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0}
{"_type":"issue","id":"goon-game-hazards-full","title":"Дополнить production-каталог опасностей","description":"Добавить crusher, fire, projectile, explosion и data-driven настройки импульса/звука/визуала.","acceptance_criteria":"Каждая опасность имеет prefab/data definition, тесты и минимум один учебный уровень.","notes":"2026-08-19: claimed after the three Stage 6 foundation slices. Will proceed test-first per hazard with data definition, deterministic behavior, teaching content, solution graph and production-input route; crusher/fire precede the dependent crushed/burned corpse states.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"closed","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":2400,"created_at":"2026-08-17T21:39:37Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T02:28:37Z","started_at":"2026-08-19T01:07:11Z","closed_at":"2026-08-19T02:28:37Z","close_reason":"Crusher, fire, projectile and cyclic explosion are data-driven, validated and shipped with teaching levels 11-14, solution graphs and 3x production-input routes; clean 99 JVM/lint/APK and unfiltered Android 43/43 green.","metadata":{"stages":6,"primary_stage":6},"labels":["hazards","primary-stage-6","production","stage-6"],"dependencies":[{"issue_id":"goon-game-hazards-full","depends_on_id":"goon-game-e04","type":"parent-child","created_at":"2026-08-18T00:43:10Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":1,"comment_count":0}
{"_type":"issue","id":"goon-game-corpse-states","title":"Расширить состояния тел","description":"Добавить crushed, burned и остальные утверждённые состояния поверх normal/pinned/frozen/conductive.","acceptance_criteria":"Каждое состояние используется минимум одной уникальной головоломкой и проходит DoD механики.","notes":"2026-08-19: claimed after production hazards dc2ebcb passed 99 JVM and Android 43/43. Will add explicit crushed/burned/shattered and derived corpse behavior test-first, then one teaching route/solution graph per new gameplay-relevant state and full regression.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"closed","priority":2,"issue_type":"feature","assignee":"E.Gavrilov","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":1920,"created_at":"2026-08-17T21:39:29Z","created_by":"E.Gavrilov","updated_at":"2026-08-19T03:32:49Z","started_at":"2026-08-19T02:31:25Z","closed_at":"2026-08-19T03:32:49Z","close_reason":"GDD corpse states complete: existing normal/pinned/frozen/conductive routes plus new burned/crushed contracts, save v3 migration, levels 15-16 and bots. Clean 102 JVM; exact Android 46/46 in 1842.248s. IsDestroyed is a lifecycle field; Shattered is not an approved GDD state.","metadata":{"stages":6,"primary_stage":6},"labels":["corpse","primary-stage-6","production","stage-6"],"dependencies":[{"issue_id":"goon-game-corpse-states","depends_on_id":"goon-game-e02","type":"parent-child","created_at":"2026-08-18T00:43:05Z","created_by":"E.Gavrilov","metadata":"{}"},{"issue_id":"goon-game-corpse-states","depends_on_id":"goon-game-hazards-full","type":"blocks","created_at":"2026-08-19T04:07:09Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":1,"dependent_count":0,"comment_count":0}
+19 -4
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@@ -129,6 +129,18 @@ 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.
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.
Five route methods prove all four levels three times, including both the original
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.
The first Physics wave adds levels 31–34: object-held mass, a real three-object
support stack, a saw-delivery lift route and a crusher/pressure cycle. Vertical
object-on-object support is deterministic and covered independently from player
movement; all four routes pass three consecutive production-input runs.
Scope and final evidence are in `docs/STAGE6_CHARACTER_STATES.md`,
`docs/STAGE6_CORPSE_MANAGER.md`, and `docs/STAGE6_PUZZLE_SYSTEM.md`; the latest
hazard evidence is in `docs/STAGE6_PRODUCTION_HAZARDS.md`, and the burned/crushed
@@ -138,10 +150,13 @@ contract is in `docs/STAGE6_CORPSE_STATES.md`. Weighted-object evidence is in
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`; 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`.
`docs/STAGE6_FOUNDATIONS_WAVE1.md` and
`docs/STAGE6_FOUNDATIONS_WAVE2.md`; the completed world evidence is in
`docs/STAGE6_FOUNDATIONS_WAVE3.md`. Physics evidence starts in
`docs/STAGE6_PHYSICS_WAVE1.md`. The latest exact gate is `122 app JVM + 7
content-tool JVM / 70 Android` on the thirty-four-level candidate (`70/70`,
611.991 seconds). The verified debug APK SHA-256 is
`1d608168c5f44bc85aabb7bbe23e8e45cd4bb2b2611d6b5c2af5fa4451c63bd3`.
The debug APK is written to `app/build/outputs/apk/debug/app-debug.apk`. It is signed with Android's standard debug key and can be installed with:
@@ -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 +1,88 @@
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 FoundationsAdvancedPlaythroughTest {
@Test public void remoteVolunteerUsesOneDeliveredBodyThreeTimes() {
runThree(AdvancedFoundationsScenarios.levelTwentyThree(), 1, 1);
}
@Test public void frozenStepUsesOneFrozenBodyThreeTimes() {
runThree(AdvancedFoundationsScenarios.levelTwentyFour(), 1, 1);
}
@Test public void livingWireUsesOneConductiveBodyThreeTimes() {
runThree(AdvancedFoundationsScenarios.levelTwentyFive(), 1, 1);
}
@Test public void secondHandCompletesOnTheOriginalTimerThreeTimes() {
runThree(AdvancedFoundationsScenarios.levelTwentySixIntended(), 0, 0);
}
@Test public void secondHandRecoversAfterTheFarGateClosesThreeTimes() {
runThree(AdvancedFoundationsScenarios.levelTwentySixRecovery(), 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, 45_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 +1,111 @@
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());
instrumentation.runOnMainSync(() -> {
view[0].enableDeterministicAutomationClock();
view[0].startLevelForAutomation(10);
view[0].setAutomationInput(false, true, false);
});
@@ -58,13 +59,13 @@ public final class GameRestartTest {
GameView view,
long timeoutMillis,
LevelPlaytestBot.SnapshotCondition condition
) throws Exception {
long deadline = System.currentTimeMillis() + timeoutMillis;
) {
GameView.AutomationSnapshot current = snapshot(instrumentation, view);
while (System.currentTimeMillis() < deadline) {
long startedAt = current.elapsedMilliseconds();
while (current.elapsedMilliseconds() - startedAt < timeoutMillis) {
current = snapshot(instrumentation, view);
if (condition.reached(current)) return current;
Thread.sleep(32L);
instrumentation.runOnMainSync(() -> view.advanceDeterministicAutomation(96L));
}
throw new AssertionError("Restart setup timed out; level=" + current.levelNumber()
+ ", x=" + current.playerX() + ", deaths=" + current.deaths()
@@ -24,7 +24,7 @@ public final class LevelPaginationTest {
GameView view = current.gameViewForAutomation();
view.setLanguageForAutomation(GameLanguage.EN);
assertEquals(0, view.levelPageIndexForAutomation());
assertEquals(3, view.levelPageCountForAutomation());
assertEquals(4, view.levelPageCountForAutomation());
assertTrue(view.visibleLocalizedTextForAutomation().contains("The Volunteer"));
assertFalse(view.visibleLocalizedTextForAutomation().contains("Steam Charge"));
});
@@ -43,7 +43,7 @@ public final class LevelPaginationTest {
assertTrue(visible.contains("Covered Path"));
assertFalse(visible.contains("Held Open"));
assertFalse(visible.contains("The Volunteer"));
assertTrue(visible.contains("Page 2 of 3"));
assertTrue(visible.contains("Page 2 of 4"));
});
tap(activity, 1_730f, 965f);
@@ -53,10 +53,34 @@ public final class LevelPaginationTest {
assertEquals(2, view.levelPageIndexForAutomation());
assertTrue(visible.contains("Held Open"));
assertTrue(visible.contains("Clockwork Step"));
assertTrue(visible.contains("Remote Volunteer"));
assertTrue(visible.contains("Frozen Step"));
assertTrue(visible.contains("Living Wire"));
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"));
assertTrue(visible.contains("Page 3 of 3"));
assertTrue(visible.contains("Page 3 of 4"));
});
tap(activity, 1_730f, 965f);
activity.onActivity(current -> {
GameView view = current.gameViewForAutomation();
List<String> visible = view.visibleLocalizedTextForAutomation();
assertEquals(3, view.levelPageIndexForAutomation());
assertTrue(visible.contains("Weight Class"));
assertTrue(visible.contains("Stack Order"));
assertTrue(visible.contains("Launch Window"));
assertTrue(visible.contains("Press Cycle"));
assertFalse(visible.contains("Foundation Relay"));
assertTrue(visible.contains("Page 4 of 4"));
});
tap(activity, 190f, 965f);
activity.onActivity(current ->
assertEquals(2, current.gameViewForAutomation().levelPageIndexForAutomation()));
tap(activity, 190f, 965f);
activity.onActivity(current ->
assertEquals(1, current.gameViewForAutomation().levelPageIndexForAutomation()));
@@ -0,0 +1,111 @@
package com.projectsacrifice.game;
import static org.junit.Assert.assertEquals;
import static org.junit.Assert.assertFalse;
import static org.junit.Assert.assertTrue;
import android.app.Instrumentation;
import androidx.test.core.app.ActivityScenario;
import androidx.test.ext.junit.runners.AndroidJUnit4;
import androidx.test.platform.app.InstrumentationRegistry;
import org.junit.Test;
import org.junit.runner.RunWith;
@RunWith(AndroidJUnit4.class)
public final class PhysicsWaveOnePlaythroughTest {
@Test public void weightClassOpensFromObjectMassThreeTimes() {
try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
Driver driver = Driver.from(activity);
for (int run = 1; run <= 3; run++) {
assertAccepted(run, new LevelPlaytestBot().run(
driver, PhysicsWaveOneScenarios.levelThirtyOne(), 55_000L),
driver, 0, 0);
}
driver.restart();
GameView.AutomationSnapshot restarted = driver.snapshot();
assertEquals(31, restarted.levelNumber());
assertEquals(650f, restarted.firstPhysicalObjectX(), 0f);
assertEquals(780f, restarted.firstPhysicalObjectY(), 0f);
assertEquals(0, restarted.deaths());
assertEquals(0, restarted.corpseCount());
assertFalse(restarted.allDoorsOpen());
assertFalse(restarted.collectibleFound());
assertFalse(restarted.inputActive());
}
}
@Test public void stackOrderClimbsSupportedObjectsThreeTimes() {
runThree(PhysicsWaveOneScenarios.levelThirtyTwo(), 0, 0);
}
@Test public void launchWindowUsesOneSawVolunteerAndLiftThreeTimes() {
runThree(PhysicsWaveOneScenarios.levelThirtyThree(), 1, 1);
}
@Test public void pressCycleLeavesOneCrushedBodyThreeTimes() {
runThree(PhysicsWaveOneScenarios.levelThirtyFour(), 1, 1);
}
private static void runThree(LevelPlaytestBot.Scenario scenario,
int expectedDeaths, int expectedCorpses) {
try (ActivityScenario<MainActivity> activity = ActivityScenario.launch(MainActivity.class)) {
Driver driver = Driver.from(activity);
for (int run = 1; run <= 3; run++) {
LevelPlaytestBot.Result result = new LevelPlaytestBot().run(driver, scenario, 55_000L);
assertAccepted(run, result, driver, expectedDeaths, expectedCorpses);
}
}
}
private static void assertAccepted(int run, LevelPlaytestBot.Result result, Driver driver,
int expectedDeaths, int expectedCorpses) {
assertTrue("run=" + run + "; " + result.diagnostic(), result.completed());
assertEquals("run=" + run, expectedDeaths, result.deaths());
assertEquals("run=" + run, expectedCorpses, result.corpseCount());
assertTrue("run=" + run + "; collectible", driver.snapshot().collectibleFound());
}
private static final class Driver implements LevelPlaytestBot.Driver {
private final Instrumentation instrumentation;
private final GameView view;
private Driver(Instrumentation instrumentation, GameView view) {
this.instrumentation = instrumentation;
this.view = view;
}
static Driver from(ActivityScenario<MainActivity> activity) {
GameView[] target = new GameView[1];
activity.onActivity(current -> target[0] = current.gameViewForAutomation());
return new Driver(InstrumentationRegistry.getInstrumentation(), target[0]);
}
@Override public void startLevel(int oneBasedLevelNumber) {
instrumentation.runOnMainSync(() -> {
view.enableDeterministicAutomationClock();
view.startLevelForAutomation(oneBasedLevelNumber);
});
}
@Override public void setInput(boolean left, boolean right, boolean jump) {
instrumentation.runOnMainSync(() -> view.setAutomationInput(left, right, jump));
}
@Override public GameView.AutomationSnapshot snapshot() {
GameView.AutomationSnapshot[] value = new GameView.AutomationSnapshot[1];
instrumentation.runOnMainSync(() -> value[0] = view.automationSnapshot());
return value[0];
}
@Override public void waitForNextDecision(long millis) {
instrumentation.runOnMainSync(() ->
view.advanceDeterministicAutomation(Math.max(16L, millis)));
}
void restart() {
instrumentation.runOnMainSync(view::restartLevelForAutomation);
}
}
}
@@ -67,8 +67,10 @@ public final class ProductionHazardPlaythroughTest {
}
@Override public void startLevel(int oneBasedLevelNumber) {
instrumentation.runOnMainSync(
() -> gameView.startLevelForAutomation(oneBasedLevelNumber));
instrumentation.runOnMainSync(() -> {
gameView.enableDeterministicAutomationClock();
gameView.startLevelForAutomation(oneBasedLevelNumber);
});
}
@Override public void setInput(boolean moveLeft, boolean moveRight, boolean jump) {
@@ -83,12 +85,8 @@ public final class ProductionHazardPlaythroughTest {
}
@Override public void waitForNextDecision(long millis) {
try {
Thread.sleep(Math.max(32L, millis));
} catch (InterruptedException interrupted) {
Thread.currentThread().interrupt();
throw new AssertionError("Production-hazard bot interrupted", interrupted);
}
instrumentation.runOnMainSync(() ->
gameView.advanceDeterministicAutomation(Math.max(16L, millis)));
}
}
}
@@ -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 +1,172 @@
package com.projectsacrifice.game;
/** Production-input routes for Foundations levels 23-26. */
public final class AdvancedFoundationsScenarios {
private AdvancedFoundationsScenarios() {}
public static LevelPlaytestBot.Scenario levelTwentyThree() {
return LevelPlaytestBot.Scenario.builder(23, "Level 23 - remote volunteer")
.step("Launch one volunteer onto the remote plate", 4_000L,
LevelPlaytestBot.Input.right(),
atMost(1, snapshot -> snapshot.deaths() == 1
&& snapshot.corpseCount() == 1))
.step("Observe the delivered body open the door", 2_500L,
LevelPlaytestBot.Input.none(),
atMost(1, GameView.AutomationSnapshot::allDoorsOpen))
.step("Wait for the crossing volunteer", 2_000L,
LevelPlaytestBot.Input.none(), atMost(1, AdvancedFoundationsScenarios::respawned))
.step("Stage before the launch saw", 2_500L,
LevelPlaytestBot.Input.right(),
atMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(420f)))
.step("Take off before the launch saw", 1_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(1, snapshot -> snapshot.playerAlive()
&& !snapshot.playerOnGround() && snapshot.playerY() <= 620f))
.step("Clear the launch saw", 2_000L, LevelPlaytestBot.Input.right(),
atMost(1, snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 740f))
.step("Approach the delivered body", 1_500L, LevelPlaytestBot.Input.right(),
atMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(780f)))
.step("Jump over the body and collect the cache", 3_000L,
LevelPlaytestBot.Input.rightJump(),
atMost(1, snapshot -> snapshot.playerAlive()
&& snapshot.collectibleFound()))
.step("Pass the remote gate", 3_000L, LevelPlaytestBot.Input.right(),
atMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(1_650f)))
.step("Reach the relic", 3_000L, LevelPlaytestBot.Input.right(),
atMost(1, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelTwentyFour() {
return LevelPlaytestBot.Scenario.builder(24, "Level 24 - frozen step")
.step("Freeze one volunteer", 4_000L, LevelPlaytestBot.Input.right(),
atMost(1, snapshot -> snapshot.deaths() == 1
&& snapshot.corpseCount() == 1))
.step("Wait for the climbing volunteer", 2_000L,
LevelPlaytestBot.Input.none(), atMost(1, AdvancedFoundationsScenarios::respawned))
.step("Approach the frozen block", 2_500L, LevelPlaytestBot.Input.right(),
atMost(1, snapshot -> snapshot.playerX() >= 420f))
.step("Jump toward the frozen block", 1_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(1, snapshot -> snapshot.playerX() >= 670f))
.step("Settle on the frozen block", 2_000L, LevelPlaytestBot.Input.none(),
atMost(1, snapshot -> snapshot.playerAlive()
&& snapshot.playerOnGround()
&& snapshot.playerY() >= 668f && snapshot.playerY() <= 690f))
.step("Jump to the upper route", 3_000L, LevelPlaytestBot.Input.rightJump(),
atMost(1, snapshot -> snapshot.playerAlive()
&& snapshot.playerOnGround()
&& snapshot.playerX() >= 850f && snapshot.playerY() <= 500f))
.step("Cross the ledge and collect the cache", 3_000L,
LevelPlaytestBot.Input.right(),
atMost(1, snapshot -> snapshot.playerAlive()
&& snapshot.collectibleFound() && snapshot.playerX() >= 1_300f))
.step("Jump to the final ledge", 2_500L, LevelPlaytestBot.Input.rightJump(),
atMost(1, snapshot -> snapshot.playerAlive()
&& snapshot.playerX() >= 1_480f && snapshot.playerY() <= 520f))
.step("Reach the upper relic", 4_000L, LevelPlaytestBot.Input.right(),
atMost(1, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelTwentyFive() {
return LevelPlaytestBot.Scenario.builder(25, "Level 25 - living wire")
.step("Power the relay with one volunteer", 4_000L,
LevelPlaytestBot.Input.right(),
atMost(1, snapshot -> snapshot.deaths() == 1
&& snapshot.corpseCount() == 1))
.step("Observe the conductive body open the door", 2_000L,
LevelPlaytestBot.Input.none(),
atMost(1, GameView.AutomationSnapshot::allDoorsOpen))
.step("Wait for the crossing volunteer", 2_000L,
LevelPlaytestBot.Input.none(), atMost(1, AdvancedFoundationsScenarios::respawned))
.step("Stage before the live relay", 2_500L, LevelPlaytestBot.Input.right(),
atMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(520f)))
.step("Take off before the live relay", 1_500L,
LevelPlaytestBot.Input.rightJump(),
atMost(1, snapshot -> snapshot.playerAlive()
&& !snapshot.playerOnGround() && snapshot.playerY() <= 680f))
.step("Clear the conductive body and collect the cache", 3_000L,
LevelPlaytestBot.Input.right(),
atMost(1, snapshot -> snapshot.playerAlive()
&& snapshot.playerX() >= 1_080f && snapshot.collectibleFound()))
.step("Pass the powered door", 3_000L, LevelPlaytestBot.Input.right(),
atMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(1_470f)))
.step("Reach the relic", 3_000L, LevelPlaytestBot.Input.right(),
atMost(1, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelTwentySixIntended() {
return timedRoute(false);
}
public static LevelPlaytestBot.Scenario levelTwentySixRecovery() {
return timedRoute(true);
}
private static LevelPlaytestBot.Scenario timedRoute(boolean recovery) {
LevelPlaytestBot.Scenario.Builder route = LevelPlaytestBot.Scenario.builder(26,
recovery ? "Level 26 - far-side recovery" : "Level 26 - original timer");
route.step("Start the second-hand timer", 3_000L, LevelPlaytestBot.Input.right(),
noDeaths(snapshot -> snapshot.allDoorsOpen()
&& snapshot.firstMovingPlatformPowered()))
.step("Approach the timed ferry", 2_000L, LevelPlaytestBot.Input.right(),
noDeaths(LevelPlaytestBot.groundedAliveAtOrBeyond(800f)))
.step("Wait for the outbound boarding phase", 3_500L,
LevelPlaytestBot.Input.none(),
noDeaths(snapshot -> MovingPlatformLaunchPolicy.readyToBoard(snapshot, 1_000f)))
.step("Board the timed ferry", 2_500L, LevelPlaytestBot.Input.rightJump(),
noDeaths(snapshot -> snapshot.playerAlive()
&& snapshot.playerOnGround()
&& snapshot.playerOnMovingPlatform()))
.step("Ride to the far launch phase", 4_000L, LevelPlaytestBot.Input.none(),
noDeaths(snapshot -> MovingPlatformLaunchPolicy.ready(snapshot, 1_250f)))
.step("Jump to the far floor", 3_000L, LevelPlaytestBot.Input.rightJump(),
noDeaths(LevelPlaytestBot.groundedAliveAtOrBeyond(1_600f)));
if (recovery) {
route.step("Move beneath the high recovery relay", 2_000L,
LevelPlaytestBot.Input.right(),
noDeaths(LevelPlaytestBot.groundedAliveAtOrBeyond(1_650f)))
.step("Wait for the far gate to close", 10_000L,
LevelPlaytestBot.Input.none(),
noDeaths(snapshot -> !snapshot.allDoorsOpen()))
.step("Jump into the recovery relay", 2_500L,
LevelPlaytestBot.Input.rightJump(),
noDeaths(GameView.AutomationSnapshot::allDoorsOpen));
} else {
route.step("Pass the door on the original timer", 3_000L,
LevelPlaytestBot.Input.right(),
noDeaths(LevelPlaytestBot.groundedAliveAtOrBeyond(2_030f)));
}
return route.step("Stage before the upper route", 2_000L,
LevelPlaytestBot.Input.right(),
noDeaths(LevelPlaytestBot.groundedAliveAtOrBeyond(2_050f)))
.step("Jump onto the upper route", 3_000L,
LevelPlaytestBot.Input.rightJump(),
noDeaths(snapshot -> snapshot.playerAlive()
&& snapshot.playerOnGround()
&& snapshot.playerX() >= 2_250f
&& snapshot.playerY() <= 610f))
.step("Collect the upper cache", 2_000L,
LevelPlaytestBot.Input.right(),
noDeaths(snapshot -> snapshot.playerAlive() && snapshot.collectibleFound()))
.step("Reach the upper relic", 4_000L, LevelPlaytestBot.Input.right(),
noDeaths(GameView.AutomationSnapshot::completed))
.build();
}
private static LevelPlaytestBot.SnapshotCondition atMost(
int deaths, LevelPlaytestBot.SnapshotCondition condition) {
return LevelPlaytestBot.whileDeathsAtMost(deaths, condition);
}
private static LevelPlaytestBot.SnapshotCondition noDeaths(
LevelPlaytestBot.SnapshotCondition condition) {
return atMost(0, condition);
}
private static boolean respawned(GameView.AutomationSnapshot snapshot) {
return snapshot.playerAlive() && snapshot.playerX() < 250f;
}
}
@@ -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;
}
}
@@ -906,8 +906,9 @@ public final class GameView extends View implements Runnable {
object.vy += GRAVITY * dt;
object.grounded = false;
if (object.vx != 0f) movePhysicalObjectHorizontal(object, object.vx * dt);
float previousY = object.y;
object.y += object.vy * dt;
resolvePhysicalObjectVertical(object);
resolvePhysicalObjectVertical(object, previousY);
if (object.grounded) object.vx *= (float) Math.pow(0.04, dt);
if (Math.abs(object.vx) < 3f) object.vx = 0f;
}
@@ -949,7 +950,7 @@ public final class GameView extends View implements Runnable {
return Math.abs(object.x - before) + 0.01f >= Math.abs(amount);
}
private void resolvePhysicalObjectVertical(PhysicalObjectState object) {
private void resolvePhysicalObjectVertical(PhysicalObjectState object, float previousY) {
object.supportIndex = -1;
RectF current = physicalObjectRect(object);
for (int i = 0; i < platformStates.size(); i++) {
@@ -987,6 +988,7 @@ public final class GameView extends View implements Runnable {
object.vy = 0f;
current = physicalObjectRect(object);
}
PhysicalObjectStackResolver.settleFalling(object, previousY, physicalObjects);
}
private void updateCorpses(float dt) {
@@ -0,0 +1,35 @@
package com.projectsacrifice.game;
/** Resolves a falling authored object onto the first crossed object beneath it. */
final class PhysicalObjectStackResolver {
private static final float CONTACT_EPSILON = 1.5f;
private PhysicalObjectStackResolver() {}
static boolean settleFalling(PhysicalObjectState moving, float previousY,
Iterable<PhysicalObjectState> objects) {
if (moving == null || objects == null || moving.vy < 0f) return false;
float previousBottom = previousY + moving.height;
float currentBottom = moving.y + moving.height;
PhysicalObjectState nearest = null;
float nearestTop = Float.POSITIVE_INFINITY;
for (PhysicalObjectState support : objects) {
if (support == null || support == moving) continue;
if (moving.x >= support.x + support.width
|| moving.x + moving.width <= support.x) continue;
if (previousBottom > support.y + CONTACT_EPSILON) continue;
if (currentBottom + CONTACT_EPSILON < support.y) continue;
if (moving.y >= support.y) continue;
if (support.y < nearestTop) {
nearest = support;
nearestTop = support.y;
}
}
if (nearest == null) return false;
moving.y = nearest.y - moving.height;
moving.vy = 0f;
moving.grounded = true;
moving.supportIndex = -1;
return true;
}
}
@@ -0,0 +1,144 @@
package com.projectsacrifice.game;
/** Production-input routes for the first Physics-world authoring wave. */
public final class PhysicsWaveOneScenarios {
private PhysicsWaveOneScenarios() {}
public static LevelPlaytestBot.Scenario levelThirtyOne() {
return LevelPlaytestBot.Scenario.builder(31, "Level 31 - weight class")
.step("Observe the mass-three object", 1_000L, LevelPlaytestBot.Input.none(),
snapshot -> snapshot.physicalObjectCount() == 1
&& snapshot.firstPhysicalObjectMass() == 3
&& !snapshot.allDoorsOpen())
.step("Approach the counterweight", 2_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, LevelPlaytestBot.groundedAliveAtOrBeyond(520f)))
.step("Push mass onto the plate", 3_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, snapshot -> snapshot.firstPhysicalObjectX() >= 920f
&& snapshot.allDoorsOpen()))
.step("Release while mass holds the door", 1_000L,
LevelPlaytestBot.Input.none(),
aliveAtMost(0, GameView.AutomationSnapshot::allDoorsOpen))
.step("Take off over the weight", 1_500L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(0, snapshot -> !snapshot.playerOnGround()
&& snapshot.playerY() <= 690f))
.step("Land beyond the plate", 2_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, LevelPlaytestBot.groundedAliveAtOrBeyond(1_200f)))
.step("Collect the cache beyond the door", 3_000L,
LevelPlaytestBot.Input.right(),
aliveAtMost(0, snapshot -> snapshot.collectibleFound()
&& snapshot.playerX() >= 1_550f))
.step("Reach the relic", 4_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelThirtyTwo() {
return LevelPlaytestBot.Scenario.builder(32, "Level 32 - stack order")
.step("Observe the supported three-object stack", 1_000L,
LevelPlaytestBot.Input.none(),
snapshot -> snapshot.physicalObjectCount() == 3
&& snapshot.firstPhysicalObjectY() >= 799f
&& snapshot.firstPhysicalObjectY() <= 801f)
.step("Stage before the stack", 2_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, LevelPlaytestBot.groundedAliveAtOrBeyond(480f)))
.step("Jump onto the lower object", 2_500L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(0, snapshot -> snapshot.playerOnGround()
&& snapshot.playerX() >= 600f && snapshot.playerY() <= 700f))
.step("Climb to the top object", 3_000L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(0, snapshot -> snapshot.playerOnGround()
&& snapshot.playerX() >= 720f && snapshot.playerY() <= 550f))
.step("Jump from the stack to the gallery", 3_000L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(0, snapshot -> snapshot.playerOnGround()
&& snapshot.playerX() >= 1_030f && snapshot.playerY() <= 500f
&& snapshot.collectibleFound()))
.step("Cross the high gallery", 5_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(0, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelThirtyThree() {
return LevelPlaytestBot.Scenario.builder(33, "Level 33 - launch window")
.step("Read one saw launch", 4_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, snapshot -> snapshot.deaths() == 1
&& snapshot.corpseCount() == 1))
.step("Observe the delivered body", 3_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, snapshot -> snapshot.firstCorpseX() >= 900f))
.step("Wait for the lift runner", 2_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, PhysicsWaveOneScenarios::respawned))
.step("Stage before the launch saw", 2_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(420f)))
.step("Take off before the launch saw", 1_500L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(1, snapshot -> !snapshot.playerOnGround()
&& snapshot.playerY() <= 620f))
.step("Clear the launch saw", 2_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, snapshot -> snapshot.playerX() >= 760f))
.step("Stage before the delivered body", 1_500L,
LevelPlaytestBot.Input.right(),
aliveAtMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(820f)))
.step("Clear the delivered body", 3_000L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(1_200f)))
.step("Approach the lift", 1_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(1_240f)))
.step("Wait for the low lift phase", 4_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, snapshot -> snapshot.firstMovingPlatformY() >= 770f))
.step("Board the lift", 2_500L, LevelPlaytestBot.Input.rightJump(),
aliveAtMost(1, snapshot -> snapshot.playerOnGround()
&& snapshot.playerOnMovingPlatform()))
.step("Ride to the launch window", 5_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, snapshot -> snapshot.playerOnGround()
&& snapshot.playerOnMovingPlatform()
&& snapshot.firstMovingPlatformY() <= 430f))
.step("Jump onto the high gallery", 3_000L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(1, snapshot -> snapshot.playerOnGround()
&& snapshot.playerX() >= 1_750f && snapshot.playerY() <= 400f))
.step("Collect the upper cache", 2_500L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, snapshot -> snapshot.collectibleFound()))
.step("Reach the upper relic", 4_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, GameView.AutomationSnapshot::completed))
.build();
}
public static LevelPlaytestBot.Scenario levelThirtyFour() {
return LevelPlaytestBot.Scenario.builder(34, "Level 34 - press cycle")
.step("Leave one volunteer in the press", 4_000L,
LevelPlaytestBot.Input.right(),
aliveAtMost(1, snapshot -> snapshot.deaths() == 1
&& snapshot.corpseCount() == 1
&& snapshot.firstCorpseCrushed()
&& snapshot.firstCorpseActivatesPressure()))
.step("Wait for the cycle runner", 2_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, PhysicsWaveOneScenarios::respawned))
.step("Approach the occupied press", 2_500L,
LevelPlaytestBot.Input.right(),
aliveAtMost(1, LevelPlaytestBot.groundedAliveAtOrBeyond(500f)))
.step("Observe the press close", 5_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, GameView.AutomationSnapshot::firstHazardActive))
.step("Wait for the full rest", 5_000L, LevelPlaytestBot.Input.none(),
aliveAtMost(1, snapshot -> !snapshot.firstHazardActive()))
.step("Jump through the resting press", 2_500L,
LevelPlaytestBot.Input.rightJump(),
aliveAtMost(1, snapshot -> snapshot.playerX() >= 930f))
.step("Collect the press cache", 3_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, snapshot -> snapshot.collectibleFound()))
.step("Reach the relic", 5_000L, LevelPlaytestBot.Input.right(),
aliveAtMost(1, GameView.AutomationSnapshot::completed))
.build();
}
private static LevelPlaytestBot.SnapshotCondition aliveAtMost(
int deaths, LevelPlaytestBot.SnapshotCondition condition) {
return LevelPlaytestBot.whileDeathsAtMost(deaths,
snapshot -> snapshot.playerAlive() && condition.reached(snapshot));
}
private static boolean respawned(GameView.AutomationSnapshot snapshot) {
return snapshot.playerAlive() && snapshot.playerX() < 250f;
}
}
@@ -0,0 +1,58 @@
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.HashSet;
import java.util.List;
import java.util.Set;
public final class FoundationsAdvancedContentTest {
@Test
public void secondFoundationsWaveMatchesMatrixAndPreservesRecoveryContracts() {
List<LevelDefinition> levels = LevelCatalog.all();
assertTrue(levels.size() >= 26);
LevelDefinition remote = levels.get(22);
assertIdentity(remote, 23, "foundations.remote-volunteer", "Remote Volunteer", 1, 50);
assertTrue(remote.containsMechanic(LevelDefinition.HazardType.SAW));
assertTrue(remote.containsMechanic(LevelDefinition.SwitchType.PRESSURE));
assertFalse(remote.doors.isEmpty());
LevelDefinition frozen = levels.get(23);
assertIdentity(frozen, 24, "foundations.frozen-step", "Frozen Step", 1, 48);
assertTrue(frozen.containsMechanic(LevelDefinition.HazardType.FREEZER));
assertTrue(frozen.goal.y < 700f);
LevelDefinition live = levels.get(24);
assertIdentity(live, 25, "foundations.living-wire", "Living Wire", 1, 52);
assertTrue(live.containsMechanic(LevelDefinition.HazardType.ELECTRIC));
assertFalse(live.doors.isEmpty());
LevelDefinition timed = levels.get(25);
assertIdentity(timed, 26, "foundations.borrowed-time", "Second Hand", 0, 55);
assertTrue(timed.containsMechanic(LevelDefinition.SwitchType.TIMED));
assertTrue(timed.containsMechanic(LevelDefinition.HazardType.PIT));
assertTrue(timed.hasMovingPlatform());
assertFalse(timed.doors.isEmpty());
assertEquals(2, timed.switches.size());
Set<String> signals = new HashSet<>();
for (LevelDefinition.Switch item : timed.switches) signals.add(item.signalId);
assertEquals(Set.of(timed.platforms.get(3).controlId), signals);
}
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);
}
}
@@ -13,7 +13,7 @@ public final class FoundationsContentTest {
@Test
public void firstFoundationsWaveMatchesTheApprovedMatrixAndTeachesOneIdeaAtATime() {
List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(22, levels.size());
assertTrue(levels.size() >= 22);
LevelDefinition firstReturn = levels.get(18);
assertIdentity(firstReturn, 19, "foundations.first-return", "First Return", 0, 28);
@@ -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();
assertTrue(levels.size() >= 30);
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
public void productionCatalogContainsMechanicsAndChallengeTeachingLevels() {
List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(22, levels.size());
assertEquals(34, levels.size());
Set<String> titles = new HashSet<>();
for (int i = 0; i < levels.size(); i++) {
LevelDefinition level = levels.get(i);
@@ -0,0 +1,47 @@
package com.projectsacrifice.game;
import static org.junit.Assert.assertEquals;
import static org.junit.Assert.assertFalse;
import static org.junit.Assert.assertTrue;
import org.junit.Test;
import java.util.Arrays;
public final class PhysicalObjectStackResolverTest {
@Test
public void fallingObjectSettlesOnTheHighestCrossedObject() {
PhysicalObjectState lower = object(650f, 800f, 160f, 80f);
PhysicalObjectState middle = object(690f, 721f, 140f, 80f)
.velocity(0f, 60f);
PhysicalObjectState distant = object(1_200f, 700f, 100f, 100f);
boolean settled = PhysicalObjectStackResolver.settleFalling(
middle, 720f, Arrays.asList(lower, middle, distant));
assertTrue(settled);
assertEquals(720f, middle.weightedY(), 0f);
assertEquals(0f, middle.velocityY(), 0f);
assertTrue(middle.grounded());
}
@Test
public void risingOrNonCrossingObjectIsNotTeleportedOntoAStack() {
PhysicalObjectState lower = object(650f, 800f, 160f, 80f);
PhysicalObjectState rising = object(690f, 700f, 120f, 80f)
.velocity(0f, -40f);
PhysicalObjectState beside = object(300f, 721f, 100f, 80f)
.velocity(0f, 60f);
assertFalse(PhysicalObjectStackResolver.settleFalling(
rising, 704f, Arrays.asList(lower, rising)));
assertFalse(PhysicalObjectStackResolver.settleFalling(
beside, 720f, Arrays.asList(lower, beside)));
}
private static PhysicalObjectState object(float x, float y, float width, float height) {
return new PhysicalObjectState(new LevelDefinition.PhysicalObject(
LevelDefinition.PhysicalObjectType.BOX,
new LevelDefinition.Box(x, y, width, height), 1));
}
}
@@ -0,0 +1,64 @@
package com.projectsacrifice.game;
import static org.junit.Assert.assertEquals;
import static org.junit.Assert.assertFalse;
import static org.junit.Assert.assertNotNull;
import static org.junit.Assert.assertTrue;
import org.junit.Test;
import java.util.List;
public final class PhysicsWaveOneContentTest {
@Test
public void firstPhysicsWaveMatchesTheExecutableMatrix() {
List<LevelDefinition> levels = LevelCatalog.all();
assertEquals(34, levels.size());
LevelDefinition mass = levels.get(30);
assertIdentity(mass, 31, "physics.mass-basics", "Weight Class", 0, 45);
assertFalse(mass.objects.isEmpty());
assertTrue(mass.containsMechanic(LevelDefinition.SwitchType.PRESSURE));
assertFalse(mass.doors.isEmpty());
LevelDefinition stack = levels.get(31);
assertIdentity(stack, 32, "physics.stack-order", "Stack Order", 0, 50);
assertTrue(stack.objects.size() >= 3);
assertTrue("The authored staircase must contain an object supported by another",
hasAuthoredObjectStack(stack));
LevelDefinition launch = levels.get(32);
assertIdentity(launch, 33, "physics.launch-window", "Launch Window", 1, 55);
assertTrue(launch.containsMechanic(LevelDefinition.HazardType.SAW));
assertTrue(launch.hasMovingPlatform());
LevelDefinition crusher = levels.get(33);
assertIdentity(crusher, 34, "physics.crusher-rhythm", "Press Cycle", 1, 55);
assertTrue(crusher.containsMechanic(LevelDefinition.HazardType.CRUSHER));
assertTrue(crusher.containsMechanic(LevelDefinition.SwitchType.PRESSURE));
}
private static boolean hasAuthoredObjectStack(LevelDefinition level) {
for (LevelDefinition.PhysicalObject upper : level.objects) {
for (LevelDefinition.PhysicalObject lower : level.objects) {
if (upper == lower) continue;
boolean horizontalOverlap = upper.box.x < lower.box.right()
&& upper.box.right() > lower.box.x;
if (horizontalOverlap
&& Math.abs(upper.box.bottom() - lower.box.y) <= 0.01f) return true;
}
}
return false;
}
private static void assertIdentity(LevelDefinition level, int number, String id, String title,
int targetDeaths, int targetSeconds) {
assertEquals(number, level.number);
assertEquals(id, level.levelId);
assertEquals("physics", level.worldId);
assertEquals(title, level.title);
assertEquals(targetDeaths, level.targetDeaths);
assertEquals(targetSeconds, level.targetSeconds);
assertNotNull(level.collectible);
}
}
+22 -1
View File
@@ -217,7 +217,28 @@ Android matrix `52/52` (`551.773 s`). Evidence — `STAGE6_CHALLENGES.md`.
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.
Evidence — `STAGE6_FOUNDATIONS_WAVE1.md`.
Второй bounded wave Levels 23–26 также принят: remote saw delivery, frozen step,
conductive relay и timed ferry с дальним recovery relay имеют solution graphs,
collectibles и 15/15 последовательных production-input playthroughs. Cold
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 —
`STAGE6_FOUNDATIONS_WAVE2.md`.
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.
Первый Physics wave Levels 31–34 принят: mass-three object удерживает Door,
трёхобъектная лестница использует новый детерминированный object/object support,
saw-delivery соединён с вертикальным lift, crushed body сохраняется на pressure
во время полного crusher cycle. Четыре метода доказали 12/12 production-input
routes и restart сдвинутого противовеса. Cold unfiltered candidate прошёл Android
`70/70` за `611.991 s`, app JVM `122/122`, content-tool JVM `7/7`; APK содержит
34 level JSON. Evidence — `STAGE6_PHYSICS_WAVE1.md`. Следующий bounded slice —
Physics 35–38.
### Этап 7. Техническая стабилизация и release engineering — P0, 4–8 дней
+220
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@@ -535,6 +535,226 @@ LevelID="foundations.clockwork-step", WorldID="foundations"
160 px launch overlap до движения и 20 px far overlap в конечной фазе; bot ждёт
реальную поддержку, а не единичное пересечение в воздухе.
## Уровень 23 — `Remote Volunteer`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `1`; доставленное тело удерживает Door.
```text
LevelID="foundations.remote-volunteer", WorldID="foundations"
→ первый доброволец входит в saw x=600..696 и получает impulse (550,-700)
→ тело попадает на raised pressure plate x=1030..1200 и открывает remote-gate
→ следующий доброволец стартует прыжок до saw и остаётся жив
→ перепрыгивает доставленное тело, забирает cache x=1180
→ проходит Door x=1540..1622 и достигает goal с deaths=1, corpses=1
```
**Контракт:** дистанционно доставленное тело является единственным источником
pressure-сигнала. Маршрут не маскирует повторную смерть и ограничен максимум одной
жертвой на каждом шаге.
## Уровень 24 — `Frozen Step`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `1`; одно замороженное тело становится ступенью.
```text
LevelID="foundations.frozen-step", WorldID="foundations"
→ первый доброволец замерзает в FREEZER x=720..820
→ следующий прыгает и стабилизируется на frozen body на y≈680
→ отдельным jump edge поднимается на ledge x=850..1410, y=590
→ забирает cache x=1280 и перепрыгивает на ledge x=1500..2200
→ достигает верхнего goal с deaths=1, corpses=1
```
**Контракт:** без сохранённого frozen body высота первого уступа недостижима
доказанным маршрутом; бот отдельно наблюдает устойчивую опору на теле.
## Уровень 25 — `Living Wire`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `1`; проводящее тело постоянно питает Door.
```text
LevelID="foundations.living-wire", WorldID="foundations"
→ первый доброволец погибает в ELECTRIC x=720..830
→ conductive corpse активирует relayId="living-power" и открывает Door
→ следующий стартует прыжок до live relay
→ перелетает тело, забирает cache x=1100 на безопасном полу
→ проходит Door x=1350..1434 и достигает goal с deaths=1, corpses=1
```
**Контракт:** Door открывается только живым relay-сигналом сохранённого conductive
body; каждый шаг fail-fast запрещает вторую смерть.
## Уровень 26 — `Second Hand`
**Статус:** доказаны два production-input маршрута, каждый 3/3.
**Ожидаемые и доказанные смерти:** `0` для original timer и recovery.
```text
LevelID="foundations.borrowed-time", WorldID="foundations"
→ TIMED switch x=760 запускает second-hand на 9 s и outbound ferry
→ игрок ждёт boarding phase, садится на platform x=940..1300
→ едет до platformX≥1250 и прыгает на far floor x=1580..2700
→ intended: проходит Door x=1920 на исходном таймере
→ recovery: ждёт закрытия Door и прыгает в высокий relay x=1700,y=650 на 4 s
→ оба маршрута поднимаются на ledge x=2230..2700, забирают cache x=2350
→ достигают верхнего goal без смерти
```
**Контракт:** recovery relay использует тот же `second-hand`, но расположен над
обычным беговым маршрутом. Отдельный тест сначала наблюдает реально закрытую Door,
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.
## Уровень 31 — `Weight Class`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения;
после них restart возвращает сдвинутый объект и Door в исходное состояние.
**Ожидаемые и доказанные смерти:** `0`.
```text
LevelID="physics.mass-basics", WorldID="physics"
→ игрок толкает COUNTERWEIGHT mass=3 с x=650 на pressure x=940..1190
→ requiredMass=3 открывает mass-door без присутствия игрока на плите
→ input отпускается, Door остаётся открытой только массой объекта
→ игрок перепрыгивает противовес, забирает cache x=1580
→ проходит Door x=1370 и достигает goal без смертей
→ restart возвращает object x=650,y=780, закрытую Door и чистый input/cache
```
**Контракт:** это первый production-уровень Physics и отдельное обучение
`weighted-object`; pressure resolver не различает player/corpse/object по типу.
## Уровень 32 — `Stack Order`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `0`.
```text
LevelID="physics.stack-order", WorldID="physics"
→ BOX x=650,y=800 поддерживает ROCK x=700,y=720
→ ROCK поддерживает ICE_BLOCK x=760,y=640; solver сохраняет обе опоры
→ игрок отдельными jump edge поднимается на нижний и верхний объекты
→ со стопки прыгает на gallery x=1030,y=600 и забирает cache x=900,y=555
→ по верхней галерее достигает goal x=2260,y=490 без смертей
```
**Контракт:** vertical object/object contact выбирает первую пересечённую опору
снизу, не телепортирует восходящие или не пересекающиеся объекты и не меняет
существующую player physics.
## Уровень 33 — `Launch Window`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `1`; saw launch сохраняет одно тело.
```text
LevelID="physics.launch-window", WorldID="physics"
→ первый доброволец входит в saw x=600 и получает impulse (700,-420)
→ следующий начинает прыжок до saw и отдельным edge очищает доставленное тело
→ у нижней фазы садится на lift x=1350,y≈790
→ snapshot подтверждает реальную moving-platform support
→ едет до y≤430 и прыгает на gallery x=1750,y=500
→ забирает cache x=2050 и достигает верхнего goal с deaths=1, corpses=1
```
**Контракт:** уровень сочетает уже обученный saw-launch с вертикальной движущейся
опорой; бот наблюдает смерть, доставленное тело, посадку и верхнюю фазу отдельно.
## Уровень 34 — `Press Cycle`
**Статус:** доказан production-input ботом, 3/3 последовательных прохождения.
**Ожидаемые и доказанные смерти:** `1`; crushed body сохраняется на pressure.
```text
LevelID="physics.crusher-rhythm", WorldID="physics"
→ первый доброволец погибает в CRUSHER x=680..850
→ crushed body становится низкой retained mass на pressure x=650..880
→ следующий наблюдает active и inactive фазы полного 4.5 s цикла
→ одним новым jump edge пересекает resting press без второй смерти
→ забирает cache x=1320 и достигает goal с deaths=1, corpses=1
```
**Контракт:** pressure фиксирует результат жертвы, а timing остаётся обязательным:
каждый шаг fail-fast отклоняет вторую смерть и не перезапускает цикл.
## Проверки, следующие из графов
1. Сохранять полный integrated device-regression: intended route принятых уровней по три раза и отдельный recovery route уровня 8.
+13 -8
View File
@@ -15,16 +15,21 @@ from gameplay cadence.
| used Java heap | 128 MiB |
`PerformanceMonitor` keeps an allocation-free rolling window of 240 samples.
`StageFivePerformanceTest` allows five seconds for Activity rotation and shader
warm-up, resets the monitor, then measures ten uninterrupted seconds of level 10.
The final Android 16 run on a 1080×2400, 60 Hz AVD using the Apple M3 Pro host GPU
passed every ceiling.
`AReleasePerformanceGateTest` runs before stateful playthrough suites, allows five
seconds for Activity rotation and shader warm-up, resets the monitor, then
measures ten uninterrupted seconds of level 10.
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,
but is not presented as a physical-device performance result. Its measured
steady-state p95 frame interval was 41.61 ms against the 34 ms gate. This known
environment result is intentionally recorded rather than hidden by weakening the
release budget.
but is not presented as a physical-device performance result. Host scheduling
can move its measured frame interval above the 34 ms gate even while all owned
renderer costs remain green; the interval is retained in diagnostics rather
than silently discarded.
Physics uses `PhysicsConfig` version 1 and a 1/60 s deterministic automation
step. `StageFiveDeterminismTest` records all ten state-driven routes and replays
+16 -14
View File
@@ -49,7 +49,7 @@ finale не вводят новую механику: они проверяют
Android `preBuild` зависит от этого gate. Текущее ожидаемое сообщение:
```text
Validated production content matrix: worlds=4; planned=52; authored=5; releaseTotal=69
Validated production content matrix: worlds=4; planned=52; authored=17; releaseTotal=69
```
## Content pipeline и Level DoD
@@ -64,29 +64,31 @@ JSON-уровень добавляется только ведущим преф
5. restart, blocker-softlock и collectible/challenge проверки;
6. camera, sound, art, optimization и QA regression gates из Level DoD.
Следующий authoring wave — Foundations 19–30. Уровни добавляются небольшими
вертикальными срезами; незавершённый уровень не скрывается в общем счётчике
production-контента.
Foundations 18–30 и Physics 31–34 полностью авторизованы через этот pipeline.
Следующий bounded slice — Physics 35–38; незавершённый уровень не скрывается в
общем счётчике production-контента.
## TDD и gate первого среза
## TDD и текущий gate
RED сначала зафиксировал отсутствующий `ProductionContentMatrix` (15 compile
errors), затем отсутствующую CLI-команду `validate-matrix` (exit `2`). После GREEN
добавлен отрицательный regression: изменение planned title Level 18 отклоняется
как drift реального JSON-префикса.
Текущий gate после первого Foundations wave на 19 августа 2026 года:
Текущий gate после первого Physics wave на 19 августа 2026 года:
- `ProductionContentMatrixTest` + `LevelContentToolTest`: `7/7`;
- app JVM regression: `117/117`;
- `validateLevels`: `22` authored levels;
- `validateContentMatrix`: `4` worlds, `52` planned, `5` authored production rows,
- app JVM regression: `122/122`;
- `validateLevels`: `34` authored levels;
- `validateContentMatrix`: `4` worlds, `52` planned, `17` authored production rows,
release total `69`;
- `lintDebug`, `assembleDebug`, `assembleDebugAndroidTest`: GREEN;
- APK ZIP integrity: no errors; matrix и `level-18.json` присутствуют в package;
- cold unfiltered Android: `57/57`, `1807.264 s`;
- APK ZIP integrity: no errors; `34` level JSON присутствуют в package;
- cold unfiltered Android: `70/70`, failures/errors/skipped `0/0/0`, `611.991 s`;
- debug APK SHA-256:
`81e50c2b3247a2bf7fad2a2efc461c1d6f19d63e1b10a958e8c1a8544adf48ef`.
`1d608168c5f44bc85aabb7bbe23e8e45cd4bb2b2611d6b5c2af5fa4451c63bd3`.
Матрица не подменяет device evidence: Levels 19–22 прошли отдельные routes,
restart DoD и полный unfiltered gate; детали — `STAGE6_FOUNDATIONS_WAVE1.md`.
Матрица не подменяет device evidence: Foundations 18–30 и Physics 31–34 прошли
отдельные routes и полный unfiltered gate; детали — `STAGE6_FOUNDATIONS_WAVE1.md`,
`STAGE6_FOUNDATIONS_WAVE2.md`, `STAGE6_FOUNDATIONS_WAVE3.md` и
`STAGE6_PHYSICS_WAVE1.md`.
+58
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@@ -0,0 +1,58 @@
# Stage 6: Foundations wave 2
## Принятый результат
Второй bounded authoring wave расширяет каталог с 22 до 26 уровней:
- 23 `Remote Volunteer` — saw доставляет одно тело на поднятую pressure plate;
- 24 `Frozen Step` — одно frozen body становится обязательной ступенью;
- 25 `Living Wire` — одно conductive body постоянно питает relay и Door;
- 26 `Second Hand` — timed ferry над PIT и высокий far-side recovery relay.
Имя Level 26 изменено с дублирующего `Borrowed Time` на уникальное `Second Hand`;
stable ID `foundations.borrowed-time` сохранён, поэтому identity и будущие saves
не зависят от редактируемого display title.
Все уровни имеют RU/EN copy, stable LevelID/WorldID, casualty/time targets,
collectible и solution graph. Пять Android methods выполняют по три
последовательных production-input route: по одному для Levels 23–25 и два для
Level 26 — исходный таймер и восстановление после его истечения.
## TDD и найденные ошибки
RED сначала зафиксировал каталог `22 != 26`, затем отсутствие
`AdvancedFoundationsScenarios`. Device-прогоны обнаружили конкретные ошибки
контента и choreography:
1. Level 23 останавливался перед raised platform (`x=838`); подход к обязательному
прыжку перенесён раньше без изменения saw/physics.
2. Level 25 проходил ниже слишком высокого cache; cache перенесён на доказанный
безопасный ground route.
3. Оба маршрута Level 26 падали в PIT около `x=1128`; TIMED switch перенесён к
launch zone, а ferry получила достаточный boarding overlap и state-driven
launch policy.
4. После пересечения PIT Level 26 проходил под cache (`x=2638`); финальный путь
разделён на наблюдаемую посадку на верхний ledge и отдельный сбор cache, а
ledge сдвинут так, чтобы требовать этот подъём.
Финальный focused suite прошёл `5/5` methods — `15` route executions за
`10.768 s`. Recovery route трижды ждёт `allDoorsOpen=false` на дальней стороне,
активирует высокий relay и только затем проходит вновь открытую Door. Retry,
teleport и прямая мутация completion отсутствуют.
## Level DoD evidence
- JSON validator: `26` levels, format/physics version `1`;
- content matrix: `4` worlds, `52` planned, `9` authored production rows,
release total `69`;
- focused routes: `5/5` methods, `15` playthroughs, `10.768 s`;
- app JVM: `118/118`; level-format JVM: `7/7`;
- clean `lintDebug`, app APK и AndroidTest APK: GREEN;
- final cold unfiltered Android 16: `62/62`, failures/errors `0/0`,
instrumentation time `1063.114 s` (`BUILD SUCCESSFUL` in `17m55s`);
- APK ZIP: no errors; `26` level JSON packaged;
- debug APK SHA-256:
`67510d404cfa0704500cbf36c7845e9ba9fa05e96630079ab02bc35113e946fa`.
Wave не меняет глобальную physics/runtime модель. Следующий bounded slice —
Foundations 27–30, включая challenge и finale этого мира.
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# 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.
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# Stage 6: Physics wave 1
## Принятый результат
Первый bounded authoring wave мира Physics добавляет уровни 31–34:
- 31 `Weight Class` — COUNTERWEIGHT mass 3 самостоятельно удерживает pressure Door;
- 32 `Stack Order` — три authored objects образуют реальную вертикальную опору;
- 33 `Launch Window` — одна saw-жертва, доставленное тело и вертикальный lift;
- 34 `Press Cycle` — crushed body остаётся на pressure, следующий игрок читает
active/rest фазы crusher.
Все четыре уровня совпадают с executable matrix по stable LevelID/WorldID,
RU/EN copy, targets и collectible. Четыре Android methods выполняют по три
последовательных production-input route: `12/12`, без retry или прямой мутации.
Level 31 после трёх маршрутов дополнительно доказывает restart: объект возвращён
в `(650,780)`, Door закрыта, deaths/corpses/cache/input очищены.
## Object-stacking TDD
Первый RED был точным compile failure: `PhysicalObjectStackResolver` отсутствовал.
Второй RED зафиксировал отсутствующий `PhysicsWaveOneScenarios`. Минимальная GREEN
реализация добавляет только vertical object/object contact:
- falling object выбирает верхнюю первую пересечённую опору;
- rising object, объект сбоку и не пересёкший верх опоры не телепортируются;
- support обнуляет vertical velocity и публикует grounded state;
- player movement, run/jump constants и прежняя geometry не менялись.
`physicsVersion` остаётся `1`: существующие уровни не авторизуют вертикально
пересекающиеся objects, поэтому принятые trace/geometry не меняются; новый контакт
активируется только новой stacked geometry Level 32.
## Device evidence
- targeted first run: `4/4` methods, `12` routes, `10.003 s`;
- targeted rerun после restart-proof: `4/4`, GREEN;
- cold unfiltered Android 16: `70/70`, failures/errors/skipped `0/0/0`,
instrumentation `611.991 s`, `BUILD SUCCESSFUL in 10m23s`;
- app JVM: `122/122`; level-format JVM: `7/7`;
- clean `lintDebug`, app APK и AndroidTest APK: GREEN;
- validator: `34` levels; matrix `17/52` authored production rows;
- APK ZIP: no errors; `34` level JSON packaged;
- debug APK SHA-256:
`1d608168c5f44bc85aabb7bbe23e8e45cd4bb2b2611d6b5c2af5fa4451c63bd3`.
Следующий bounded slice — Physics 35–38: moving hazard, returning projectile,
blast delivery и moving load.
@@ -7,7 +7,7 @@ number worldId levelId role title introducedMechanic mechanics targetDeaths targ
23 foundations foundations.remote-volunteer MAIN Remote Volunteer saw-launch movement,jump,death,saw-launch,pressure,door 1 50 true
24 foundations foundations.frozen-step MAIN Frozen Step frozen-body movement,jump,death,frozen-body 1 48 true
25 foundations foundations.living-wire MAIN Living Wire conductive-body movement,jump,death,conductive-body,door 1 52 true
26 foundations foundations.borrowed-time MAIN Borrowed Time timed-switch movement,jump,timed-switch,moving-platform,pit 0 55 true
26 foundations foundations.borrowed-time MAIN Second Hand timed-switch movement,jump,timed-switch,moving-platform,pit 0 55 true
27 foundations foundations.two-keys MAIN Two Keys signal-and movement,jump,death,pressure,conductive-body,signal-and,door 2 65 true
28 foundations foundations.clean-restart MAIN Clean Restart - movement,jump,death,saw-launch,frozen-body,conductive-body 3 75 true
29 foundations foundations.minimum-cost CHALLENGE Minimum Cost - movement,jump,death,corpse-bridge,pressure,timed-switch 2 65 true
1 number worldId levelId role title introducedMechanic mechanics targetDeaths targetSeconds collectible
7 23 foundations foundations.remote-volunteer MAIN Remote Volunteer saw-launch movement,jump,death,saw-launch,pressure,door 1 50 true
8 24 foundations foundations.frozen-step MAIN Frozen Step frozen-body movement,jump,death,frozen-body 1 48 true
9 25 foundations foundations.living-wire MAIN Living Wire conductive-body movement,jump,death,conductive-body,door 1 52 true
10 26 foundations foundations.borrowed-time MAIN Borrowed Time Second Hand timed-switch movement,jump,timed-switch,moving-platform,pit 0 55 true
11 27 foundations foundations.two-keys MAIN Two Keys signal-and movement,jump,death,pressure,conductive-body,signal-and,door 2 65 true
12 28 foundations foundations.clean-restart MAIN Clean Restart - movement,jump,death,saw-launch,frozen-body,conductive-body 3 75 true
13 29 foundations foundations.minimum-cost CHALLENGE Minimum Cost - movement,jump,death,corpse-bridge,pressure,timed-switch 2 65 true
@@ -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"]}
{"formatVersion":1,"physicsVersion":1,"levels":["level-01.json","level-02.json","level-03.json","level-04.json","level-05.json","level-06.json","level-07.json","level-08.json","level-09.json","level-10.json","level-11.json","level-12.json","level-13.json","level-14.json","level-15.json","level-16.json","level-17.json","level-18.json","level-19.json","level-20.json","level-21.json","level-22.json","level-23.json","level-24.json","level-25.json","level-26.json","level-27.json","level-28.json","level-29.json","level-30.json","level-31.json","level-32.json","level-33.json","level-34.json"]}
@@ -0,0 +1,16 @@
{
"formatVersion":1,"physicsVersion":1,"number":23,
"id":"foundations.remote-volunteer","worldId":"foundations",
"copy":{"en":{"title":"Remote Volunteer","hint":"Let the saw deliver one volunteer to the raised plate, then clear the retained body."},"ru":{"title":"Удалённый доброволец","hint":"Пусть пила доставит добровольца на поднятую плиту, затем перепрыгните оставшееся тело."}},
"world":{"width":2450,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2220,"y":770,"width":86,"height":110},
"collectible":{"x":1180,"y":650,"width":58,"height":58},
"targets":{"deaths":1,"seconds":50},
"platforms":[
{"box":{"x":0,"y":880,"width":2450,"height":200}},
{"box":{"x":900,"y":800,"width":400,"height":34}}
],
"hazards":[{"type":"SAW","box":{"x":600,"y":760,"width":96,"height":96},"impulseX":550,"impulseY":-700}],
"switches":[{"type":"PRESSURE","box":{"x":1030,"y":780,"width":170,"height":20},"signalId":"remote-gate","durationSeconds":0,"requiredMass":1}],
"doors":[{"box":{"x":1540,"y":560,"width":82,"height":320},"requiredSignals":["remote-gate"]}]
}
@@ -0,0 +1,16 @@
{
"formatVersion":1,"physicsVersion":1,"number":24,
"id":"foundations.frozen-step","worldId":"foundations",
"copy":{"en":{"title":"Frozen Step","hint":"Freeze one volunteer, stand on the block, and jump into the upper route."},"ru":{"title":"Замёрзшая ступень","hint":"Заморозьте добровольца, встаньте на блок и прыгните на верхний маршрут."}},
"world":{"width":2350,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2110,"y":500,"width":86,"height":110},
"collectible":{"x":1280,"y":500,"width":58,"height":58},
"targets":{"deaths":1,"seconds":48},
"platforms":[
{"box":{"x":0,"y":880,"width":1260,"height":200}},
{"box":{"x":850,"y":590,"width":560,"height":34}},
{"box":{"x":1500,"y":610,"width":700,"height":34}}
],
"hazards":[{"type":"FREEZER","box":{"x":720,"y":776,"width":100,"height":104}}],
"switches":[],"doors":[]
}
@@ -0,0 +1,13 @@
{
"formatVersion":1,"physicsVersion":1,"number":25,
"id":"foundations.living-wire","worldId":"foundations",
"copy":{"en":{"title":"Living Wire","hint":"One conductive body keeps the relay alive. Jump over it to use the open route."},"ru":{"title":"Живой проводник","hint":"Одно проводящее тело удерживает реле. Перепрыгните его и используйте открытый маршрут."}},
"world":{"width":2350,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2130,"y":770,"width":86,"height":110},
"collectible":{"x":1100,"y":790,"width":58,"height":58},
"targets":{"deaths":1,"seconds":52},
"platforms":[{"box":{"x":0,"y":880,"width":2350,"height":200}}],
"hazards":[{"type":"ELECTRIC","box":{"x":720,"y":780,"width":110,"height":100},"relayId":"living-power"}],
"switches":[],
"doors":[{"box":{"x":1350,"y":560,"width":84,"height":320},"requiredSignals":["living-power"]}]
}
@@ -0,0 +1,21 @@
{
"formatVersion":1,"physicsVersion":1,"number":26,
"id":"foundations.borrowed-time","worldId":"foundations",
"copy":{"en":{"title":"Second Hand","hint":"Start the clock, ride across, and use the high far relay if the gate closes."},"ru":{"title":"Секундная стрелка","hint":"Запустите часы, переедьте пропасть и используйте высокое дальнее реле, если ворота закроются."}},
"world":{"width":2700,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2470,"y":600,"width":86,"height":110},
"collectible":{"x":2350,"y":580,"width":58,"height":58},
"targets":{"deaths":0,"seconds":55},
"platforms":[
{"box":{"x":0,"y":880,"width":1100,"height":200}},
{"box":{"x":1580,"y":880,"width":1120,"height":200}},
{"box":{"x":2230,"y":710,"width":470,"height":34}},
{"box":{"x":940,"y":820,"width":360,"height":34},"travelX":380,"travelY":0,"periodSeconds":4.4,"controlId":"second-hand"}
],
"hazards":[{"type":"PIT","box":{"x":1100,"y":880,"width":480,"height":200}}],
"switches":[
{"type":"TIMED","box":{"x":760,"y":810,"width":90,"height":70},"signalId":"second-hand","durationSeconds":9.0,"requiredMass":1},
{"type":"TIMED","box":{"x":1700,"y":650,"width":90,"height":70},"signalId":"second-hand","durationSeconds":4.0,"requiredMass":1}
],
"doors":[{"box":{"x":1920,"y":560,"width":82,"height":320},"requiredSignals":["second-hand"]}]
}
@@ -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"]}]
}
@@ -0,0 +1,14 @@
{
"formatVersion":1,"physicsVersion":1,"number":31,
"id":"physics.mass-basics","worldId":"physics",
"copy":{"en":{"title":"Weight Class","hint":"Push the marked counterweight onto the plate; mass, not the player, keeps the door open."},"ru":{"title":"Весовая категория","hint":"Затолкните отмеченный противовес на плиту: дверь удерживает масса, а не игрок."}},
"world":{"width":2300,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2070,"y":770,"width":86,"height":110},
"collectible":{"x":1580,"y":790,"width":58,"height":58},
"targets":{"deaths":0,"seconds":45},
"objects":[{"type":"COUNTERWEIGHT","box":{"x":650,"y":780,"width":90,"height":100},"mass":3}],
"platforms":[{"box":{"x":0,"y":880,"width":2300,"height":200}}],
"hazards":[],
"switches":[{"type":"PRESSURE","box":{"x":940,"y":860,"width":250,"height":20},"signalId":"mass-door","durationSeconds":0,"requiredMass":3}],
"doors":[{"box":{"x":1370,"y":560,"width":84,"height":320},"requiredSignals":["mass-door"]}]
}
@@ -0,0 +1,19 @@
{
"formatVersion":1,"physicsVersion":1,"number":32,
"id":"physics.stack-order","worldId":"physics",
"copy":{"en":{"title":"Stack Order","hint":"Climb the supported object staircase in order, then jump onto the high gallery."},"ru":{"title":"Порядок стопки","hint":"Поднимитесь по опирающимся друг на друга объектам и прыгните на высокую галерею."}},
"world":{"width":2500,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2260,"y":490,"width":86,"height":110},
"collectible":{"x":900,"y":555,"width":58,"height":58},
"targets":{"deaths":0,"seconds":50},
"objects":[
{"type":"BOX","box":{"x":650,"y":800,"width":160,"height":80},"mass":1},
{"type":"ROCK","box":{"x":700,"y":720,"width":140,"height":80},"mass":2},
{"type":"ICE_BLOCK","box":{"x":760,"y":640,"width":120,"height":80},"mass":2}
],
"platforms":[
{"box":{"x":0,"y":880,"width":1080,"height":200}},
{"box":{"x":1030,"y":600,"width":1470,"height":480}}
],
"hazards":[],"switches":[],"doors":[]
}
@@ -0,0 +1,18 @@
{
"formatVersion":1,"physicsVersion":1,"number":33,
"id":"physics.launch-window","worldId":"physics",
"copy":{"en":{"title":"Launch Window","hint":"Read the saw launch once, clear the delivered body, then board the moving bridge at its near edge."},"ru":{"title":"Окно запуска","hint":"Один раз изучите бросок пилы, перепрыгните доставленное тело и садитесь на мост у ближнего края."}},
"world":{"width":2900,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2660,"y":390,"width":86,"height":110},
"collectible":{"x":2050,"y":410,"width":58,"height":58},
"targets":{"deaths":1,"seconds":55},
"platforms":[
{"box":{"x":0,"y":880,"width":2900,"height":200}},
{"box":{"x":1750,"y":500,"width":1150,"height":34}},
{"box":{"x":1350,"y":790,"width":300,"height":34},"travelX":0,"travelY":-390,"periodSeconds":5.0}
],
"hazards":[
{"type":"SAW","box":{"x":600,"y":760,"width":96,"height":96},"impulseX":700,"impulseY":-420}
],
"switches":[],"doors":[]
}
@@ -0,0 +1,15 @@
{
"formatVersion":1,"physicsVersion":1,"number":34,
"id":"physics.crusher-rhythm","worldId":"physics",
"copy":{"en":{"title":"Press Cycle","hint":"Leave one low body on the plate, read the press cycle, and cross during its full rest."},"ru":{"title":"Цикл пресса","hint":"Оставьте одно низкое тело на плите, прочитайте цикл пресса и пройдите в полный покой."}},
"world":{"width":2450,"height":1080},"spawn":{"x":130,"y":760},
"goal":{"x":2210,"y":770,"width":86,"height":110},
"collectible":{"x":1320,"y":790,"width":58,"height":58},
"targets":{"deaths":1,"seconds":55},
"platforms":[{"box":{"x":0,"y":880,"width":2450,"height":200}}],
"hazards":[{"type":"CRUSHER","box":{"x":680,"y":690,"width":170,"height":190},
"impulseX":40,"impulseY":100,"cycleSeconds":4.5,"activeSeconds":2.4,
"speedX":0,"speedY":0,"visualStyle":"steel-press","audioCue":"crusher-impact"}],
"switches":[{"type":"PRESSURE","box":{"x":650,"y":860,"width":230,"height":20},"signalId":"pressed-mass","durationSeconds":0,"requiredMass":1}],
"doors":[]
}
@@ -85,7 +85,7 @@ public final class LevelContentToolTest {
assertEquals(0, exitCode);
assertEquals("Validated production content matrix: worlds=4; planned=52; "
+ "authored=5; releaseTotal=69\n",
+ "authored=17; releaseTotal=69\n",
output.toString(StandardCharsets.UTF_8));
assertEquals("", errors.toString(StandardCharsets.UTF_8));
}