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fixtures
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feat(mpq): 实现 ADPCM 与 Huffman 音频解码并接入 Web Audio (fixes #13)
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2026-09-14 12:30:21 +00:00 |
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act-scene-monster-plan.test.ts
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fix(monsters): include superunique and minion monster IDs in PlannedLevel types
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2026-09-17 12:36:42 +00:00 |
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animated-tiles.test.ts
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feat(renderer/map): support animated tiles loop playback (fixes #43)
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2026-09-17 06:34:02 +00:00 |
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collision-orientation.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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combat.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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cull.test.ts
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test(cull): add unit test for bounds rebuild on level switch
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2026-09-17 05:48:51 +00:00 |
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dc6.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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dcc.test.ts
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test: 修复三处跳过守卫,它们只在真实资源到位时才暴露
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2026-09-14 14:51:50 +00:00 |
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engine-save-load.test.ts
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M6:舍弃 map-scene.ts,收敛到 act-scene.ts 单轨
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2026-09-15 07:40:56 +00:00 |
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engine.test.ts
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fix(monster): fix loading performance, monster facing, and spawn logic (#30, #31, #32)
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2026-09-15 15:03:28 +00:00 |
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formats-malformed.test.ts
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test: 修复三处跳过守卫,它们只在真实资源到位时才暴露
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2026-09-14 14:51:50 +00:00 |
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formulas.test.ts
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feat(combat): implement Diablo II 1.10+ combat math & PvE depth mechanics (fixes #24, fixes #39)
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2026-09-17 02:52:00 +00:00 |
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implode.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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iso-terrain.test.ts
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M6:舍弃 map-scene.ts,收敛到 act-scene.ts 单轨
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2026-09-15 07:40:56 +00:00 |
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items.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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lockstep-hash.test.ts
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refactor(lockstep): 按项目规范彻底移除 any 约束逃逸并优化哈希分配性能 (refs #7)
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2026-09-14 13:05:18 +00:00 |
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loop.test.ts
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test(loop): expand timeout tolerance to 120ms to prevent jitter in concurrent runs
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2026-09-17 09:16:48 +00:00 |
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m4.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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m5.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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maze-bounds.test.ts
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fix(map-gen/maze): enforce Levels.txt global bounds SizeX/SizeY on room growth (fixes #48)
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2026-09-17 06:59:31 +00:00 |
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maze-objects.test.ts
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fix(engine): fix logical tautologies, edge conditions, and argument defaults
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2026-09-17 15:46:49 +00:00 |
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maze-special-passes.test.ts
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fix(maze): use PRNG stream in special passes and fix Act 5 temple NE waypoint generation
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2026-09-17 13:36:02 +00:00 |
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maze-waypoint.test.ts
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feat(map-gen/maze): integrate waypoint room into maze preset replacement pass (fixes #47)
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2026-09-17 06:33:16 +00:00 |
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monster-art-diagnostics.test.ts
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fix(scene): 让怪物美术加载失败可观测,不再静默变红方块
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2026-09-17 11:40:05 +00:00 |
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monster-art.test.ts
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fix(monster): fix loading performance, monster facing, and spawn logic (#30, #31, #32)
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2026-09-15 15:03:28 +00:00 |
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monster-mapping.test.ts
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fix(monster-mapping): update hellbovine token to EC, remove XX tokens, and eliminate startsWith fallback
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2026-09-17 12:42:44 +00:00 |
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monster-packs.test.ts
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M7 第一步:真实怪物数据层
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2026-09-15 08:06:52 +00:00 |
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monster-rooms.test.ts
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fix(engine): fix logical tautologies, edge conditions, and argument defaults
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2026-09-17 15:46:49 +00:00 |
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monster-streaming.test.ts
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feat(sim/monsters): lazy room population with bPopulated and active/sleeping streaming
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2026-09-17 08:33:19 +00:00 |
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monsters.test.ts
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fix(monsters): eliminate unwired columns, dead logic, and wire elite modifier scaling
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2026-09-17 15:56:33 +00:00 |
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mpq-audio.test.ts
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feat(mpq): 实现 ADPCM 与 Huffman 音频解码并接入 Web Audio (fixes #13)
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2026-09-14 12:30:21 +00:00 |
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mpq-roundtrip.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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net-scene-integration.test.ts
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refactor(lockstep): 按项目规范彻底移除 any 约束逃逸并优化哈希分配性能 (refs #7)
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2026-09-14 13:05:18 +00:00 |
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net.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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npc-paths.test.ts
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fix(art): 将 NPC 渲染文件的基础寻址从 objects 修正为 monsters
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2026-09-14 13:08:46 +00:00 |
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npc-placeholder.test.ts
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fix(render): NPC 有立绘时不再叠加绿色占位方块 (refs #6)
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2026-09-14 23:56:49 +00:00 |
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object-lookup.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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packed-entity-art.test.ts
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fix(monster-mapping): update hellbovine token to EC, remove XX tokens, and eliminate startsWith fallback
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2026-09-17 12:42:44 +00:00 |
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packed-npc-art.test.ts
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fix(npc): 补齐城镇 NPC 解析的收尾问题并加上回归护栏 (refs #6)
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2026-09-14 15:58:51 +00:00 |
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preset.test.ts
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feat(preset): 统一 35 个预设关卡流水线与 8×8 Room 几何装配切片 (Issue #74)
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2026-09-18 07:00:53 +00:00 |
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reader.test.ts
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fix(engine): fix logical tautologies, edge conditions, and argument defaults
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2026-09-17 15:46:49 +00:00 |
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render-performance.test.ts
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test(render/perf): comprehensive lifecycle verification and performance regression suite (fixes #16)
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2026-09-17 08:15:13 +00:00 |
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renderer-tuning.test.ts
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perf(render): optimize GL state with immutable texStorage2D, uniform caching, and configurable discard (fixes #20)
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2026-09-17 08:16:05 +00:00 |
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resolve-type1.test.ts
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fix(npc): 补齐城镇 NPC 解析的收尾问题并加上回归护栏 (refs #6)
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2026-09-14 15:58:51 +00:00 |
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roofs.test.ts
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fix(render): 还原原版暗黑2建筑与城门屋顶过道遮挡消失机制 (#72)
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2026-09-18 02:12:37 +00:00 |
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save-schema.test.ts
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fix(game): 移除不安全的类型转换并增加存档校验 (refs #7)
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2026-09-14 12:44:19 +00:00 |
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tbl.test.ts
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feat(game): decode level names from string.tbl with graceful fallback
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2026-09-17 14:14:15 +00:00 |
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tiles.test.ts
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test: 引入 Vitest 测试框架、覆盖率统计与 CI 流水线 (fixes #14)
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2026-09-14 12:25:28 +00:00 |
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variants.test.ts
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refactor(map-gen/preset): fix variant selection and seam orientation alignment (fixes #42)
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2026-09-17 06:18:42 +00:00 |
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warp-tiles.test.ts
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feat(world): 全局世界连通、关卡无缝切换、传送点、传送门与小地图 (fixes #23)
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2026-09-16 23:39:33 +00:00 |
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widths.test.ts
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test: 修复三处跳过守卫,它们只在真实资源到位时才暴露
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2026-09-14 14:51:50 +00:00 |
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wilderness-acts.test.ts
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fix(wilderness): prevent destructive wiping of walls and presets in roads and bridges
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2026-09-17 15:10:59 +00:00 |
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wilderness-borders.test.ts
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feat(wilderness): 还原 DRLGOUTPLACE_PlaceAct1245OutdoorBorders 边界峭壁与门洞状态机
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2026-09-18 02:51:30 +00:00 |
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wilderness-features.test.ts
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refactor(wilderness): 移除凭空发明的程序化十字矮石墙网络,回归原版自然地貌阻隔 (#65)
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2026-09-18 01:38:00 +00:00 |
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wilderness-ground-blend.test.ts
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feat(wilderness): 完善地表边缘过渡瓦片(Auto-Tiling)与 DRLGROOMTILE_GetTileCache 权重混合 (Issue #70)
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2026-09-18 04:05:01 +00:00 |
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wilderness-jungles.test.ts
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feat(map-gen/wilderness): implement Act 3 jungle river network and branch topology (fixes #53)
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2026-09-17 07:25:07 +00:00 |
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wilderness-population.test.ts
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feat(map-gen/population): implement wilderness population phase, waypoints, shrines, superuniques & safe zones (fixes #36)
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2026-09-17 03:44:12 +00:00 |
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wilderness-roads-multi-act.test.ts
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refactor(wilderness): 移除凭空发明的程序化十字矮石墙网络,回归原版自然地貌阻隔 (#65)
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2026-09-18 01:38:00 +00:00 |
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wilderness-roads.test.ts
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fix(engine): fix logical tautologies, edge conditions, and argument defaults
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2026-09-17 15:46:49 +00:00 |
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wilderness-seams.test.ts
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feat(wilderness): 实现相邻野外关卡接缝空间对齐与出入口坐标咬合 (Issue #69)
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2026-09-18 03:29:18 +00:00 |
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wilderness-siege-strips.test.ts
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fix(wilderness): add seed diversity to Bloody Foothills obstacle placement
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2026-09-17 15:25:45 +00:00 |
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wilderness-spline-roads.test.ts
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feat(wilderness): 用基于控制顶点图 (DRLGVER) 的 Catmull-Rom 样条道路取代栅格化 A* 道路 (#66)
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2026-09-18 02:32:14 +00:00 |
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wilderness-superuniques.test.ts
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fix(monsters): derive superunique specs from SuperUniques table and eliminate fallen1 fallback
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2026-09-17 12:54:09 +00:00 |
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wilderness-telemetry.test.ts
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refactor(wilderness): 移除凭空发明的程序化十字矮石墙网络,回归原版自然地貌阻隔 (#65)
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2026-09-18 01:38:00 +00:00 |
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wilderness-waypoints-shrines.test.ts
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feat(wilderness): 还原 DRLGOUTDOORS_SpawnAct12Waypoint 小站与神殿拓扑放置算法 (#68)
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2026-09-18 03:09:19 +00:00 |
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world-graph.test.ts
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refactor(acts): unify ACT_TOWNS and townLevelForAct single source of truth
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2026-09-17 13:31:07 +00:00 |