fix: enforce echo puzzle constraints and validate maps
This commit is contained in:
+14
-9
@@ -371,6 +371,7 @@
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const STORAGE_KEY = 'echo-loop-progress-v1';
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const MAX_PULSES = 120;
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const MAX_ECHOES = 4;
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const DIRS = Object.freeze({
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up: { dx: 0, dy: -1, key: 'U', label: '上' },
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left: { dx: -1, dy: 0, key: 'L', label: '左' },
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@@ -416,12 +417,8 @@
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map: [
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'###############',
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'#S..aA........#',
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'#.###.#####.#.#',
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'#...#.....#...#',
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'###.#.###.#.#.#',
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'#b..#...B...G.#',
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'#.###########.#',
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'#.............#',
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'#######.#######',
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'#b......B..G..#',
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'###############'
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]
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},
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@@ -535,8 +532,7 @@
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const active = new Set();
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Object.entries(state.plates).forEach(([code, point]) => {
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const occupiedByEcho = state.echoes.some((echo) => echo.x === point.x && echo.y === point.y);
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const occupiedByPlayer = state.player.x === point.x && state.player.y === point.y;
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if (occupiedByEcho || occupiedByPlayer) active.add(code);
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if (occupiedByEcho) active.add(code);
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});
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return active;
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}
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@@ -611,6 +607,15 @@
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showToast('还没有可封存的路线');
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return;
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}
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if (state.echoes.length >= MAX_ECHOES) {
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showToast('记忆库已满 · 先用现有回声完成实验');
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return;
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}
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const currentPlate = tileAt(state.player.x, state.player.y);
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if (!isPlate(currentPlate)) {
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showToast('只有站在绿色节点上,才能封存回声');
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return;
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}
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const echoNumber = state.echoes.length + 1;
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state.echoes.push({ id: echoNumber, x: state.start.x, y: state.start.y, actions: [...state.actions] });
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resetEchoPositions();
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@@ -753,7 +758,7 @@
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els.echoList.appendChild(entry);
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});
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}
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els.bankCount.textContent = `${String(state.echoes.length).padStart(2, '0')} / 04`;
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els.bankCount.textContent = `${String(state.echoes.length).padStart(2, '0')} / ${String(MAX_ECHOES).padStart(2, '0')}`;
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els.echoCoord.textContent = state.echoes.length ? `${state.echoes.length} 条记忆正在从起点重播` : '尚未封存任何记忆';
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els.echoStatus.textContent = state.echoes.length ? '在线' : '空';
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els.echoStatus.className = `objective-status${state.echoes.length ? ' live' : ''}`;
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@@ -41,6 +41,76 @@ for (const [index, level] of levels.entries()) {
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assert.deepEqual([...plates].sort(), [...gates].sort(), `level ${index + 1} node/gate pairs must match`);
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}
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function canReachTarget(level, target, openGates = new Set()) {
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const height = level.map.length;
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const width = level.map[0].length;
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const start = {};
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const destination = {};
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for (let y = 0; y < height; y += 1) for (let x = 0; x < width; x += 1) {
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if (level.map[y][x] === 'S') Object.assign(start, { x, y });
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if (level.map[y][x] === target) Object.assign(destination, { x, y });
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}
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const queue = [start];
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const visited = new Set([`${start.x},${start.y}`]);
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while (queue.length) {
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const point = queue.shift();
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if (point.x === destination.x && point.y === destination.y) return true;
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for (const [dx, dy] of [[1, 0], [-1, 0], [0, 1], [0, -1]]) {
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const x = point.x + dx;
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const y = point.y + dy;
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if (x < 0 || y < 0 || x >= width || y >= height) continue;
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const tile = level.map[y][x];
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if (tile === '#' || /[A-Z]/.test(tile) && tile !== 'S' && tile !== 'G' && !openGates.has(tile)) continue;
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const key = `${x},${y}`;
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if (!visited.has(key)) {
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visited.add(key);
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queue.push({ x, y });
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}
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}
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}
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return false;
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}
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levels.forEach((level, index) => assert.equal(canReachTarget(level, 'G'), false, `level ${index + 1} must require at least one powered gate`));
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const third = levels[2];
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assert.equal(canReachTarget(third, 'b'), false, 'the third experiment node b must be behind gate A');
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assert.equal(canReachTarget(third, 'b', new Set(['A'])), true, 'gate A must expose the third experiment node b');
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assert.equal(canReachTarget(third, 'G', new Set(['A'])), false, 'the third experiment must still require gate B');
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assert.equal(canReachTarget(third, 'G', new Set(['A', 'B'])), true, 'both powered gates must expose the third experiment exit');
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function reachableSymbols(level) {
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const height = level.map.length;
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const width = level.map[0].length;
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const start = {};
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for (let y = 0; y < height; y += 1) for (let x = 0; x < width; x += 1) if (level.map[y][x] === 'S') Object.assign(start, { x, y });
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const queue = [start];
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const visited = new Set([`${start.x},${start.y}`]);
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while (queue.length) {
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const point = queue.shift();
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for (const [dx, dy] of [[1, 0], [-1, 0], [0, 1], [0, -1]]) {
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const x = point.x + dx;
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const y = point.y + dy;
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if (x < 0 || y < 0 || x >= width || y >= height) continue;
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if (level.map[y][x] === '#') continue;
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const key = `${x},${y}`;
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if (!visited.has(key)) {
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visited.add(key);
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queue.push({ x, y });
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}
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}
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}
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return [...visited].map((key) => key.split(',').map(Number));
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}
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levels.forEach((level, index) => {
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const reachable = new Set(reachableSymbols(level).map(([x, y]) => `${x},${y}`));
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[...level.map.join('')].filter((symbol) => /[a-z]/.test(symbol)).forEach((symbol) => {
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const row = level.map.findIndex((line) => line.includes(symbol));
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const column = level.map[row].indexOf(symbol);
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assert.ok(reachable.has(`${column},${row}`), `level ${index + 1} node ${symbol} must be reachable from start`);
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});
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});
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function simulateFirstExperiment(level) {
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const map = level.map;
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const start = { x: 1, y: 1 };
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@@ -70,6 +140,10 @@ simulateFirstExperiment(first);
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assert.match(script, /function resetEchoPositions\(\)/, 'multi-echo timelines must reset every echo to the start');
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assert.match(script, /resetEchoPositions\(\);\s*state\.actions = \[\];/, 'recording a new echo must restart the existing echo fleet');
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assert.match(script, /const occupiedByEcho = state\.echoes\.some/, 'only echoes may power memory nodes');
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assert.doesNotMatch(script, /const occupiedByPlayer = state\.player\.x/, 'the current player must not directly power memory nodes');
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assert.match(script, /if \(!isPlate\(currentPlate\)\)/, 'recording must require the player to stand on a memory node');
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assert.match(script, /state\.echoes\.length >= MAX_ECHOES/, 'the memory bank must enforce its visible capacity');
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console.log('ECHO//LOOP verification passed');
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console.log(`- ${levels.length} level definitions validated`);
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