* test(hex): add procedural hex dungeon levels for engine QA Cross-module simulation levels exercise hex tilemap procgen, FOV, 2D lighting, spatial pickup + inventory, and particles. Includes a playable examples/hex-levels demo with level select and a pipeline crawl. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): expand levels 06–15 and fog-raid pipeline Add Flow Field swarm, cell-cost detours, multi-revealer perception, FoW mask/algorithms, camera pick, dual-grid, procgen variants, QuadTree cull, multi-light, particle/stash transfer, and a fog-raid pipeline. Update the playable hex-levels demo for levels 6–9. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): add fixture JSON data and data-driven hex tests Expand catalog/items/loot/seeds/perception fixtures, handcrafted maps, and particle configs. Wire the hex-levels demo to load items and particle JSON plus fixtures.nut loot tables. Register hex_level_data.cpp coverage. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): fix data fixtures assertions for zeroerr and sparse gens Avoid CHECK_EQ on bag->addItem (double-eval), and only enforce minWalkable on dungeon.bsp in the seeds matrix smoke. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * feat(hex): boot each level from distinct catalog configs Enrich catalog/fixtures with per-level FOV, light, cell-cost, and enable flags. Wire examples/hex-levels to apply those boot settings on level switch. Add hex.data.catalog.bootEachLevelDistinctConfig to verify each catalog entry starts with its own applied configuration. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * docs(hex): note per-level boot configs in data README Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): add levels 16–20 and extra data-driven coverage Expand simulation with facing-cone FOV, flow+cell-cost, seed reproducibility, corner peek, equipment equip, and torchEscort / catalogRaid pipelines. Add fixture tests for perception gates, all loot tables, enable-flag consistency, seed path samples, map markers, defaults, equipment slots, and mist particles on dungeon. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * docs(hex): clarify expanded test coverage in README Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): add levels 21–25 and broader fixture validation Cover hex world↔tile roundtrip, FOV memory clear, findGroupPath, multi-algo FOV smoke, blocked-cell sync, and costlyFogPickup pipeline. Add data tests for loot/item referential integrity, feature tags, particle schema, algorithm registration, ring-door path, categories, detection margin, and door walkability. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * feat(hex): expand catalog to 31 levels (0–30) and playable cycle Add levels 16–30 with distinct boot configs (facing cone, flow+cost, maze/WFC/drunkard, mist particles, raid combo). Regenerate fixtures.nut with LEVEL_IDS; main.nut cycles all catalog levels via N/B. Add simulation cases 26–30 and catalog presence tests. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * fix(hex): harden level 02/17 against non-portable procgen paths macOS CI failed hex.level.02.dynamicFov (empty path) and hex.level.17.flowPlusCellCost (path length == 2) because spawn↔exit layouts from DTL/std distributions differ across libstdc++ vs libc++. Use handcrafted hex maps so FOV memory and flow+cost assertions are platform-stable. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> --------- Co-authored-by: Cursor Agent <cursoragent@cursor.com>
39 lines
1006 B
JSON
39 lines
1006 B
JSON
{
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"width": 8,
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"height": 6,
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"tilewidth": 64,
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"tileheight": 32,
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"orientation": "hexagonal",
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"staggeraxis": "y",
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"staggerindex": "odd",
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"hexsidelength": 16,
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"origin": [0, 0],
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"layers": [
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{
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"type": "tilelayer",
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"name": "ground",
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"width": 8,
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"height": 6,
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"layer": 0,
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"data": [
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 2, 2, 2, 2, 2, 2, 1,
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1, 2, 1, 2, 1, 2, 2, 1,
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1, 2, 2, 3, 2, 1, 2, 1,
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1, 2, 2, 2, 2, 2, 2, 1,
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1, 1, 1, 1, 1, 1, 1, 1
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]
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},
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{
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"type": "objectgroup",
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"name": "markers",
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"objects": [
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{ "name": "spawn", "type": "spawn", "x": 1, "y": 1, "width": 0, "height": 0 },
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{ "name": "stairs", "type": "stairs", "x": 6, "y": 4, "width": 0, "height": 0 },
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{ "name": "loot_a", "type": "loot", "x": 3, "y": 3, "width": 0, "height": 0, "gid": 0 },
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{ "name": "loot_b", "type": "loot", "x": 5, "y": 2, "width": 0, "height": 0, "gid": 0 }
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]
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}
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]
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}
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